Chuckie
Chuckie (The Master of the Bladed Pouch)
Small Cariionette, Assasin, Neutral Evil
STR
14
( +2 )
DEX
20
( +5 )
CON
16
( +3 )
INT
19
( +4 )
WIS
18
( +4 )
CHA
20
( +5 )
Acrobatics +10, Persuasion +8, Insight +7, Athletics +7, Deception +7
Truesight 20ft, Darkvision 120ft, Passive Perception 18
Description
A carrionette of excellent design, Chuckie is a powerful being containing the soul of the Master of the Bladed Pouch. Focused on infiltrating the Frankish Empire at present, and seen as the biggest threat to her plans, she is now in a position to exact her revenge on those who holds up her plans for domination the world.
She looks as if she is unable to do much, this works now to her advantage and this plan has only recently came about due to a party of adventurers who wizard trapped her soul as expected in the doll she now inhabits.
Ideals
No-one expects me to kill
Bonds
The Bladed Pouch will dominate
Flaws
Overconfidence can blind me
Suggested Environments
Frankish territory, especially Eshbach
Spellcaster: Chuckie can cast a few spells not needing spell components. She attacks on a roll of 20, and spell save of DC 20.
Invisibility, Hex, Sickening Radiance, Synaptic Static, Darkness
Deception. Appearing as a doll and acts like this when examined. This allows her to gains one surprise attack before combat or overlooked. No marks are left on her so Investigation rolls concerning her gets Disadvantage.
Fey Ancestry. Chuckie gets Advantage on Charm spells & magic items, and cannot be put to Sleep by magical means.
Move Without Trace & Stealth. Chuckie makes no mark or noise when moving, and doesn't smell, leading to Disadvantage when s Tracking or trying to find Chuckie when she is Hiding.
Fit in Small Places. Chuckie can fit into space 1ft by 1ft by 1ft square.
Hard to Hit. Due to her size, speed, and dexterous nature, opponents get Disadvantage to hit her with attacks.
Actions
Multiattack. Chuckie gets 3 attacks with her Shadow Daggers or forgo with one of these attacks with a spell.
Shadow Daggers: Melee or Ranged Attacks, +10 to hit, range 20/60 feet, or 5 ft range, one target. Hit 16 4d4+6 piercing damage, and 22 3d12+6 necrotic damage. When a hit is scored the opponent must take a DC 18 Constitution saving throw and Chuckie gains half of those wounds back rounding down. On a successful save, Chuckie gets nothing back.
Shadow Attack (Recharges on 5-6). Chuckie is able to call upon nearby shadows that is within 60 feet of her and within 10 feet of an opponent t o come alive and lash out causing 12 2d12 necrotic damage.
Bonus Actions
Shadow Jump. Chuckie can jump through shadows from one dimly lit or area of total darkness to another, as long as she is within 5 feet of it and appear anywhere les that is dimly lit or in darkness within 60 feet.
Reactions
Deceptive Defence. Chuckie can move with a speed & agility deceptively for her size. She can forgo the damage of one attack per round of attack.
Counterspell. Chuckie is able to use an inbuilt ability to counter one spell with the Counterspell spell.
Comments