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Grark Malakor - AI-generated fantasy Character

Grark Malakor

Orc · Rogue / Pugilist (Thief / Squared Circle) · Level 20 · Criminal

Grark Malakor

He is a man of few words who believes that every lock has a key and every face has a breaking point.
AC21
HP163/163
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 21 · HP 163 · 30 ft.
AlignmentNeutralGenderMaleAge34 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons,
Martial Weapons with Finesse or Light properties,
Improvised Weapons

Tools

Thieves' Tools,
Gaming Set (Dice)

Languages

Common,
Orc,
Thieves' Cant

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    Take a Dash, Disengage, or Hide action as a bonus action.

  • Thief: Fast HandsLevel 3

    Use a bonus action to take the Magic or Use an Object action.

  • FisticuffsLevel 15

    Use 1d8 for unarmed strikes and pugilist weapons. Make an unarmed strike as a bonus action.

  • Adrenaline RushOrcDash as bonus action up to PB times per long rest, gaining PB temporary hit points.

Reaction

  • Bloodied But UnbowedLevel 16

    As a reaction to taking damage, regain all moxie points. Gain temp HP if bloodied.

  • Meat ShieldLevel 20

    While grappling, gain half-cover. Use a reaction to force an attack to hit the creature you are grappling.

Always on

  • Sneak AttackLevel 1

    Once per turn, deal 7d6 extra damage to one creature hit with an attack if you have Advantage or an ally is within 5 feet.

  • Thief: Use Magic DeviceLevel 13

    Ignore level, species, and class requirements on magic items. You have a 4th attunement slot.

  • MoxieLevel 16

    Expend Moxie points (6 total) to fuel Brace Up, One-Two Punch, or Stick and Move.

  • GroundworkLevel 17

    Deal damage to grappled foes. Force disadvantage on saves against grapples.

  • DarkvisionOrc120 feet.
  • Powerful BuildOrcYou count as one size larger for carrying capacity and push/pull/lift.
  • Relentless EnduranceOrcOnce per long rest, if you drop to 0 HP and aren't killed outright, drop to 1 HP instead.
  • AlertCriminal

    Add proficiency bonus to initiative rolls. Swap your initiative with a willing ally at the start of combat.

Gear

3 items

Armor

  • Studded Leather Armor
    Fine leather reinforced with studs.

Tools

  • Thieves' Tools
    A set of tools for picking locks and disarming traps.

Gear

  • Crowbar
    Provides advantage on Strength checks where leverage applies.

Appearance

Grark is a mountain of an Orc, but his movements carry the unsettling silence of a shadow. His knuckles are heavily calloused and scarred, often wrapped in grease-stained bandages. He wears a dark, high-collared leather jacket that hides various pouches and lockpicks. A single, jagged scar runs across his throat, and his tusks have been filed down to better blend into human crowds.

Mannerisms

He speaks in a low, gravelly whisper and rarely makes eye contact, instead focusing on his interlocutor's hands or throat.

Personality

He is a man of few words who believes that every lock has a key and every face has a breaking point. Grark possesses a clinical, detached curiosity about how things work, whether it is a complex mechanism or a ribcage. He values efficiency over flair and prefers to solve problems with a quick strike from the dark or a bone-snapping clinch.

Ideals

Clarity. To move without being seen and to strike without being stopped is the highest form of mastery.

Bonds

He remains loyal to the retired pit master who taught him how to turn his rage into leverage. He keeps a small coin from his first prize fight as a lucky charm.

Flaws

Grark has a deep-seated contempt for magic users, often underestimating the utility of spells in favor of physical dominance.

Quirks

Constantly cracks his knuckles when thinking
Always sits with his back to a wall
Carries a heavy iron coin he flips between his fingers

Background

Grark began his career as an enforcer for the Gilded Shackle, a notorious syndicate operating out of the capital's docks. He quickly learned that while knives are useful, hands are quieter and more personal. His reputation grew not just as a thief, but as a specialist who could navigate a ballroom and then snap a target's neck in the middle of a crowd without making a sound. Eventually, the politics of the syndicate became too suffocating for him. Grark realized that the underground pits of the 'Squared Circle' offered a more honest form of violence than the lies of the criminal underworld. He combined his rogueish training with the brutal techniques of pugilism, becoming a terrifying hybrid of shadow and steel. He now operates as a high-tier mercenary and infiltrator, taking jobs that require both extreme discretion and the ability to punch a hole through a brick wall if things go south. He views himself as a professional, a craftsman of physical consequence.

“He quickly learned that while knives are useful, hands are quieter and more personal.”
From their backstory
Background
Criminal

Connections

Species

Orc

Media

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