Khazahk Urucorn
Khazahk Urucorn
Sheet
AC 16 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Primeval AwarenessLevel 3
Khazahk can use an action and expend a ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the expended slot, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, and undead are present within 1 mile, or within 6 miles in favored terrain. This feature does not reveal their exact locations or numbers.
Always on
- Colossus Slayer
When Khazahk hits a creature with a weapon attack and the creature is below its hit point maximum.
When Khazahk hits a creature with a weapon attack, he can deal an extra 1d8 damage once per turn if the target is below its hit point maximum.
- Favored EnemyLevel 1
Khazahk has significant experience studying, tracking, hunting, and even talking to a particular type of favored enemy. His favored enemy is humanoids, specifically bandits and criminals. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also learns one language of his choice, Thieves' Cant, through his criminal background already covers his underworld vocabulary, and he gains the Giant language from this feature.
- Natural ExplorerLevel 1
Khazahk is especially familiar with one type of natural environment, forests. When making an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus is doubled if he is proficient in the applicable skill. While traveling for an hour or more in forest terrain, he gains the listed benefits for tracking, navigation, stealth, and foraging.
- Fighting Style: ArcheryLevel 2
Khazahk adopts Archery as his fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Khazahk can cast ranger spells using Wisdom as his spellcasting ability. He knows three ranger spells and regains expended spell slots after a long rest.
- Hunter Archetype: Colossus SlayerLevel 3
When Khazahk hits a creature with a weapon attack, he can deal an extra 1d8 damage once per turn if the target is below its hit point maximum.
- Ability Score IncreaseHuman+1 to all ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- TraitHumanVariant human traits are not used; this is the standard 2014 human species.
- Criminal ContactCriminal
Khazahk has a reliable criminal contact who acts as his connection to a network of informants, fences, smugglers, and other underworld figures. This contact can provide information or arrange limited assistance, though they will not risk their life for him.
Spells
3 spellsSpellcasting. Khazahk Urucorn casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (3 slots): , ,
Gear
11 itemsWeapons
- 2×ShortswordA martial melee weapon with the finesse property, dealing 1d6 piercing damage.
- LongbowA martial ranged weapon dealing 1d8 piercing damage, with a normal range of 150 feet and long range of 600 feet.
Armor
- Scale mailA suit of scale mail that provides AC 14 plus Dexterity modifier, to a maximum of +2.
Tools
- CrowbarA metal bar useful for prying open doors, chests, and other objects.
- Gaming setA set used for games of chance and criminal gambling houses.
- Thieves' toolsTools for picking locks and disabling traps.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Dark common clothes with hoodCommon clothing designed to make the wearer look ordinary and inconspicuous.
- Burglar's pouchA leather pouch containing starting currency.
Purse
- 15×Gold piecesStarting currency from the criminal background.
Appearance
Khazahk is a lean, weather-hardened human man of average height, with a compact, alert posture and dark brown hair tied back with a strip of green cloth. His skin is sun-browned from long days outdoors, and his gray-green eyes constantly measure exits, rooftops, and pockets. He wears well-maintained scale mail beneath a moss-colored cloak, with a longbow over one shoulder and two shortswords at his hips. Within a minute of meeting him, most people notice that he pauses before answering, drawing a quiet breath through his nose as though testing whether the question is safe.
Mannerisms
Before answering a question, Khazahk pauses and takes a quiet breath through his nose. He rarely stands directly in front of a doorway, and he unconsciously positions himself where he can see both the speaker's hands and the nearest escape route. When thinking, he rolls a green bead between his fingers.
Personality
Khazahk is observant, dryly humorous, and quicker to help than to admit. He speaks in short, practical sentences, but remembers small details about people, such as their preferred tea, the name of a missing sibling, or which knee hurts when rain is coming. He distrusts authority but respects competence, and he becomes unexpectedly gentle around frightened animals and people who have been cornered.
Ideals
Freedom. No tyrant, guildmaster, priest, or law has the right to decide who deserves a chance to live freely. I will break unjust rules before I break an innocent person.
Bonds
I owe my life to the villagers I once saved from my former criminal associates, and I will protect their community from anyone who comes seeking revenge.
Flaws
I assume every promise has a hidden price, and when frightened I would rather manipulate someone than trust them. I also have a habit of stealing small objects from people who anger me, even when I have no use for them.
Quirks
Background
Khazahk Urucorn grew up in a crowded riverside district where honest work was scarce and information was worth more than coin. His first crimes were small, careful things, lifted keys, redirected parcels, and messages delivered to people who did not want to be seen speaking together. He learned to move through a city the way a fox moves through brush, noticing loose shutters, sleeping dogs, and which guards watched doors instead of streets. His underworld name came from the single green bead he wore in his hair, a cheap charm that made him recognizable to clients while keeping his real face forgettable. A job for a smuggling ring changed the direction of his life. Khazahk was ordered to guide a caravan through woodland trails and abandon the travelers when pursuers arrived. Instead, he led the frightened group through a ravine, used his knowledge of tracks to misdirect the hunters, and returned the stolen medicine to the village it had been meant to reach. The smugglers marked him as a traitor, while the village elders remembered him as a rescuer. Since then, he has worked as a ranger and occasional thief, taking from cruel merchants, corrupt officials, and monsters that prey on the helpless. He still knows how to open a locked door, but now he asks who is trapped on the other side before he turns the key.
“A job for a smuggling ring changed the direction of his life.”
- Background
- Criminal
Connections
Species
Human
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