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Slymaw Hyghback - AI-generated fantasy Character

Slymaw Hyghback

Gnoll · Barbarian (Path of the Ancestral Guardian) · Level 5 · Sage

Slymaw Hyghback

Slymaw is openly affectionate, intensely loyal, and incapable of pretending not to be interested in something.
AC12
HP50/50
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 50 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge15 years old, equivalent to a young adult among gnolls
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's supplies

Languages

Common,
Gnoll

Features

18 features

Reaction

  • TraitGnollRampage, when Slymaw reduces a creature to 0 hit points with a melee attack on her turn, she can move up to half her speed as a reaction without provoking opportunity attacks.

Always on

  • Greataxe Strike

    When When Slymaw takes the Attack action

    Slymaw makes a melee weapon attack using Strength. If it hits, the target takes 1d12 + 3 slashing damage, plus 2 damage while she is raging.

  • Twin Cleaves

    When When Slymaw takes the Attack action

    Slymaw makes two greataxe attacks when she takes the Attack action.

  • RageLevel 1

    When Bonus action

    Slymaw enters a battle rage, gaining her rage benefits and resistance to bludgeoning, piercing, and slashing damage.

  • Reckless AttackLevel 2

    When Before making her first attack on her turn

    Slymaw attacks recklessly, gaining advantage on Strength-based melee weapon attacks for the turn, while attacks against her gain advantage until her next turn.

  • Gnoll Bite

    When When making an unarmed strike

    Slymaw makes an unarmed bite attack for 1d4 + 3 piercing damage. Her bite is a natural weapon, but it is not treated as a finesse or light weapon.

  • Unarmored DefenseLevel 1

    While not wearing heavy armor, Slymaw adds her Constitution modifier to her Armor Class.

  • Path of the Ancestral GuardianLevel 3

    Slymaw follows the Path of the Ancestral Guardian, calling upon protective spirits from her clan and adopted family.

  • Ancestral ProtectorsLevel 3

    While raging, the first creature Slymaw hits with a weapon attack on her turn becomes the target of her ancestral protectors until the start of her next turn. The target has disadvantage on attacks against creatures other than Slymaw, and those creatures have resistance to the target's damage.

  • Danger SenseLevel 2

    Slymaw has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She cannot benefit from this feature while blinded, deafened, or incapacitated.

  • Extra AttackLevel 5

    Slymaw can make two attacks whenever she takes the Attack action on her turn.

  • Fast MovementLevel 5

    Slymaw's speed increases by 10 feet while she is not wearing heavy armor.

  • TraitGnollDarkvision, Slymaw can see in dim light within 60 feet as though it were bright light, and in darkness as though it were dim light.
  • TraitGnollGnoll Bite, Slymaw has a natural bite attack that deals 1d4 piercing damage plus her Strength modifier.
  • TraitGnollFeral Vitality, Slymaw has advantage on saving throws against disease.
  • TraitGnollPredatory Build, Slymaw counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.
  • TraitGnollAbility Score Increase, Slymaw gains +2 Strength and +1 Constitution.
  • ResearcherSage

    When Slymaw does not know a piece of information, she usually knows where and from whom that information can be obtained. Her education at Blackstaff Tower gives her access to scholars, libraries, apprentices, and arcane records, though her reputation and unusual appearance may complicate those requests.

Gear

11 items

Weapons

  • Greataxe
    A massive two-handed martial weapon with a broad iron head, wrapped in old Blackstaff Tower lecture banners.
  • 2×
    Handaxe
    Light thrown martial axes, useful for hunting, intimidation, and opening stubborn carnival crates.
  • 4×
    Javelin
    Simple ranged weapons carried in a leather bundle.

Tools

  • Small Knife
    A small knife used for cutting parchment, food, rope, and occasionally cake.

Gear

  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, waterskin, rope, rations, and other travel necessities.
  • Ink
    A bottle of black ink used for writing and occasional threatening diagrams.
  • Quill
    A quill, many of them chewed nearly to the point of uselessness.
  • Letter from a Dead Colleague
    A dead scholar's letter of recommendation connecting Slymaw to Blackstaff Tower's academic circles.
  • Common Clothes
    Plain but carefully mended clothing supplied by her adoptive parents.
  • Stone Bone
    A smooth, rounded knob of femur bone, the last object Slymaw possessed from her birth family. She rubs it when frightened and refuses to admit how often she checks that it is still there.

Purse

  • 10×
    Gold Pieces
    A small purse containing the remainder of her academic stipend.

Appearance

Slymaw is a tall, rangy female gnoll with tawny-gold fur mottled by dark brown spots across her shoulders, muzzle, and forearms. Her ears are large and expressive, one notched from childhood, and her amber eyes become almost luminous when she is frightened or enraged. She wears a patched crimson carnival sash over travel-stained clothes, a heavy belt of tied bone charms, and a battered scholar's satchel stuffed with notes, charcoal rubbings, and half-chewed quills. Her greataxe is wrapped in strips of old lecture banners from Blackstaff Tower.

Mannerisms

Slymaw sniffs unfamiliar books before reading them, tilts her head dramatically when considering an argument, and punctuates serious statements with a quiet bubbling chuckle. When anxious, she presses her stone bone between her teeth without biting down. When pleased, her tail swishes hard enough to knock over small objects.

Personality

Slymaw is openly affectionate, intensely loyal, and incapable of pretending not to be interested in something. She treats books as treasure, scholars as potentially edible but usually tolerable, and every new friend as someone who should be guarded from danger. She is clever in practical situations but socially literal, often answering metaphors as though they were field instructions. Her laughter comes easily, but so do sudden flashes of fear when enclosed spaces, distorted voices, or carnival music remind her of dreams she cannot fully remember.

Ideals

Freedom. No one should be forced to become tame, silent, or ashamed merely to make others comfortable. Civilization is worthwhile only when it protects the strange and vulnerable.

Bonds

Citrine was the first companion to comfort Slymaw when the Big Top reduced her to a trembling pup, and Slymaw will defend Citrine with terrifying devotion. She also carries a quiet obligation to Yohrn and his wife, who taught her that being civilized should never require becoming ashamed of what she is.

Flaws

When frightened, Slymaw retreats into childish habits, hides under furniture, chews whatever is nearest, and insists nothing is wrong until someone she trusts finds her. She also confuses scholarly disagreement with personal hostility, and she has a dangerous tendency to solve social problems by picking up the loudest person and carrying them away.

Quirks

Keeps a smooth femur knob called her stone bone and touches it before making difficult decisions.
Chews quills, straps, wooden handles, and occasionally enchanted objects when stressed.
Calls ducks and geese nuggets, a childhood habit she has never corrected.
Has memorized several academic lectures but delivers them with dramatic growls and hunting gestures.
Sleeps best under benches, tables, or other furniture that provides a low ceiling.

Background

Slymaw Hyghback was seven when a flock of waterfowl led her away from her forest clan and across the soggy northern edge of Highstar Lake. She had been chasing them with a half-eaten femur bone in her jaws, certain that persistence would eventually make the birds land somewhere sensible. Instead, she became lost, soaked, terrified, and too embarrassed to admit that she had no idea how to get home. A half-elf hunter named Yohrn found her curled beside the lake, chewing the bone down to a smooth knob while making sounds that were equal parts sobbing and hysterical cackling. After several bites, two bruises, and considerable patience, Yohrn and his wife adopted her. Slymaw kept the rounded piece of bone, naming it her stone bone, because it was the last thing she had touched before leaving her parents behind.

“She had been chasing them with a half-eaten femur bone in her jaws, certain that persistence would eventually make the birds land somewhere sensible.”
From their backstory
Background
Sage

Connections

Species

Gnoll

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