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Sahshi - AI-generated fantasy Character

Sahshi

Kenku · Ranger (Hunter) · Level 5 · Outlander

Sahshi

Quiet, observant, and calculating, Sahshi studies people as carefully as he studies tracks.
AC16
HP35/35
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 35 · 30 ft.
AlignmentNeutral EvilGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightINT
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbow,
Shortsword,
Staff

Tools

One musical instrument,
Hunting trap proficiency is not granted, but Sahshi is proficient with the musical instrument from his background.

Languages

Common,
Auran,
One additional language, Goblin

Features

19 features

Bonus action

  • Favored Enemy Focus

    When Bonus action

    As a bonus action, designate one creature you can see within 90 feet as your favored enemy for the duration, gaining advantage on Wisdom (Survival) checks to track it and Intelligence checks to recall information about it.

Always on

  • Colossus Slayer

    When Weapon attack hits a damaged creature

    When Sahshi hits a creature below its hit point maximum with a weapon attack, deal an extra 1d8 damage once per turn.

  • Extra AttackLevel 5

    When Attack action

    Make two weapon attacks when taking the Attack action.

  • Mimicry

    When Whenever Sahshi has heard the sound or voice

    Imitate sounds or voices heard before. A creature can identify the imitation with a successful Wisdom (Insight) check contested by Sahshi's Charisma (Deception) check.

  • Favored EnemyLevel 1

    Choose a favored enemy type. Sahshi has advantage on Wisdom (Survival) checks to track his favored enemies and on Intelligence checks to recall information about them. His favored enemies are monstrosities.

  • Natural ExplorerLevel 1

    Sahshi is particularly familiar with one type of natural environment, the desert. When making an Intelligence or Wisdom check related to the desert, his proficiency bonus is doubled if he uses a proficient skill. While traveling for an hour or more in the desert, he gains the listed exploration benefits, including reduced difficulty from difficult terrain, avoiding getting lost except by magical means, remaining alert to danger, and improved foraging and tracking.

  • Fighting Style, ArcheryLevel 2

    Sahshi can adopt a fighting style. He has chosen Archery, gaining a +2 bonus to attack rolls he makes with ranged weapons.

  • SpellcastingLevel 2

    Sahshi is a spellcaster. Wisdom is his spellcasting ability. He knows four ranger spells and can use a druidic focus or a component pouch as required by his spells.

  • Ranger Archetype, HunterLevel 3

    Sahshi has formed the Hunter archetype. He gains the Hunter's Prey feature.

  • Hunter's Prey, Colossus SlayerLevel 3

    Once per turn, when Sahshi hits a creature with a weapon attack, he can deal an extra 1d8 damage if the creature is below its hit point maximum.

  • Primeval AwarenessLevel 3

    Sahshi can expend a spell slot and spend one minute focusing to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of him, or within 6 miles in his favored terrain. This feature does not reveal their exact location or number.

  • Ability Score IncreaseKenkuDexterity increases by 2 and Wisdom increases by 1.
  • AgeKenkuKenku mature at about 12 years and can live to around 60.
  • AlignmentKenkuKenku are often chaotic and self-serving, though individuals vary.
  • Expert ForgeryKenkuKenku can duplicate the handwriting and craftwork of another creature if they have seen an example.
  • MimicryKenkuKenku can mimic sounds they have heard, with listeners able to detect the imitation through an opposed check.
  • Kenku TrainingKenkuProficient in two of the following skills: Acrobatics, Deception, Stealth, or Sleight of Hand. Sahshi has proficiency in Deception and Stealth.
  • LanguagesKenkuCommon and Auran.
  • WandererOutlander

    Sahshi has an excellent memory for maps, trails, landmarks, and terrain. He can usually find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

4 spells

Spellcasting. Sahshi casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (4 slots): , ,

2nd level (2 slots):

Gear

11 items

Weapons

  • 2×
    Shortsword
    A light, finesse martial weapon used in close combat.
  • Longbow
    A martial ranged weapon suitable for long-distance attacks.
  • Staff
    A staff cut from a thornless desert tree, used as a walking stick and improvised weapon.

Armor

  • Scale mail
    Medium armor made of interlocking metal scales. It imposes disadvantage on Dexterity (Stealth) checks and allows a maximum Dexterity bonus of +2 to AC.

Tools

  • Musical instrument
    A small brass wind instrument used for signaling and imitation.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    A pack containing gear useful for underground exploration, including a backpack, pitons, torches, rations, rope, and other supplies.
  • Hunting trap
    A small metal trap intended to restrain a creature that steps on its pressure plate.
  • Trophy from a slain animal
    A preserved claw from a desert monstrosity, worn as a reminder of Sahshi's first successful hunt.
  • Traveler's clothes
    Rugged clothing suited to travel through wilderness and harsh weather.

Purse

  • 10×
    Gold pieces
    Starting funds from the Outlander background.

Appearance

Sahshi is a lean, long-limbed male kenku with charcoal-black feathers broken by narrow bands of dusty gray around his throat and shoulders. His eyes are bright amber, watchful, and almost unnervingly still. He wears battered scale mail beneath a weather-stained green cloak, with a longbow wrapped in dark leather and two shortswords at his hips. A small brass wind instrument hangs from his belt, though he uses it more often to imitate sounds than to play music.

Mannerisms

Sahshi rarely speaks in his natural voice. He answers questions in clipped fragments borrowed from people he has heard, often matching their accent and emotional tone. When thinking, he taps one claw against his bow grip in a steady rhythm. Before entering a new place, he pauses to listen for three separate sounds.

Personality

Quiet, observant, and calculating, Sahshi studies people as carefully as he studies tracks. He is patient when hunting, practical when negotiating, and disturbingly amused by the discomfort caused by a perfectly timed imitation. He respects competence more than kindness and prefers a clear threat to a friendly promise.

Ideals

Power belongs to those who can take and keep it. Mercy is useful only when it purchases loyalty, silence, or future advantage.

Bonds

He carries a strip of painted leather taken from his lost flock's travel banner. He will risk himself to recover the names, voices, and belongings of kenku scattered by violence.

Flaws

Sahshi treats trust as a weakness and assumes every kindness conceals a bargain. He is willing to abandon strangers, sabotage allies, or lie to the innocent if doing so protects his own position. He cannot resist using a stolen voice at the worst possible moment, especially when cruelty or arrogance gives him an audience.

Quirks

Collects distinctive voices and repeats them privately while sharpening his blades.
Names trails and landmarks after the sounds associated with them rather than their official names.
Keeps one feather from every dangerous creature he has successfully tracked.
Laughs by imitating the last laugh he heard from someone else.

Background

Sahshi was hatched among a wandering kenku band that traveled between dry valleys, ruined watchtowers, and caravan roads. His earliest memories are fragments of borrowed voices, wagon wheels, desert birds, and the hiss of wind through stone. He learned to survive by following tracks, reading weather, and remembering every path his flock had taken. His talent for imitation made him useful as a scout and messenger, but it also made him dangerous. Sahshi could reproduce a guard captain's orders, a child's cry, or the call of a wounded animal with unsettling accuracy. His flock eventually served as guides for a merchant expedition that vanished in a canyon after being betrayed by one of its own guards. Sahshi survived by hiding beneath the bodies and stalking the traitor for three days. He killed the man without remorse, then took the guard's map and voice as trophies. Since then, Sahshi has worked as a wilderness guide, bounty hunter, and occasional ambusher, selling his knowledge to whoever pays and quietly favoring clients who offer leverage over old enemies. He joined the adventuring company because it travels through places no ordinary scout could reach, and because every dangerous road may lead him to the people who destroyed his flock.

“His earliest memories are fragments of borrowed voices, wagon wheels, desert birds, and the hiss of wind through stone.”
From their backstory
Background
Outlander

Connections

Species

Kenku

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