Gugrit
In a world teeming with magical wonders and enigmatic landscapes, Gugrit "One-eye" stands as a weathered, clever merchant navigating the intricacies of a realm full of fantastical creatures and mystical oddities. His animal companions, Jackie the Giant Hyena and Nova the Blood Hawk, loyally trail alongside him as they traverse the enchanted and often perilous terrains. This skilled and one-eyed merchant is renowned for his sagacity and resilient nature, which have been essential in his dealings within the diverse and sometimes unpredictable economies of the Mad Isles.
Mental characteristics
Gugrit "One-eye," a cunning and intrepid Goblin, was adopted by human merchants when young. When he reached ten years old he became a merchant who traversed the treacherous waters of the Mad Isles in search of wealth and adventure. Hailing from the enigmatic Dankwood Forest, Gugrit's aspirations were vast, and his strategic brilliance led him to envision a guild that would cement his name in the annals of business and trade.
With an uncanny aptitude for striking deals and a fierce determination to claim his rightful share, Gugrit founded the renowned merchant company, "Hawk&Howl."
Gugrit "One-eye" exhibits a flexible morality. His moral compass leans toward a pragmatic and self-serving outlook. His actions are typically driven by the pursuit of profit, personal gain, and the expansion of his merchant guild. While not inherently malicious, Gugrit tends to prioritize his self-interests, often resorting to questionable or morally gray methods to secure his objectives. He's willing to bend the rules if it serves his purposes, employing cunning tactics and a shrewd mindset to navigate the intricate web of trade and business.
Personality Characteristics
Gugrit "One-eye" is primarily motivated by the pursuit of wealth and power. His entrepreneurial spirit and desire to expand his merchant guild serve as the driving force behind his actions. Growing his influence and securing profits are key motivators, encouraging him to explore new business opportunities, establish trade connections, and engage in lucrative endeavors. His quest for personal success and financial prosperity fuels his decision-making and strategic maneuvers within the competitive world of commerce.
When Gugrit is crossed, he might demonstrate a cold and retaliatory nature. He's known to be ruthless and unforgiving, especially when he perceives betrayal or when someone jeopardizes his business or reputation. He won't hesitate to employ calculated strategies to protect his interests, using his influence and resources to strike back against those who cross him, seeking retribution with a keen focus on the downfall of those who wronged him.
Gugrit excels in matters related to commerce, shrewd negotiations, and perceptive business decisions. However, his impulsive nature can hinder strategic planning, and his tendency toward aggression sometimes undermines his diplomatic interactions.
Gugrit revels in acquiring rare and valuable items, navigating lucrative deals, and leading successful business ventures. Conversely, he despises deceit and betrayal, demonstrating a deep disdain for those who break agreements or swindles him.
Gugrit places a significant emphasis on personal grooming and cleanliness. He maintains good personal hygiene, often washing his face and hands regularly. Additionally, he prefers clean and well-maintained surroundings, valuing an organized and tidy environment within his living and working spaces.
Social
Gugrit isn't particularly religious. He doesn't adhere to any particular faith or deity but might occasionally pay homage to deities or higher beings if it serves his purpose or if it's a tradition within the business realm to which he belongs. He's more focused on his material gains and the growth of his merchant guild than on spiritual or religious matters.
Gugrit's social aptitude tends to lean towards dominance, sometimes presenting itself as intimidating or forceful. He has a strong presence, often coming across as irritable and assertive in social interactions. His straightforward approach might not always foster an amicable or agreeable atmosphere.
Gugrit, known as "One Eye," exudes a blustering and irritable temperament. He tends to be aggressive in his dealings and often demonstrates a forceful, no-nonsense attitude. His actions and speech often reflect a mix of harshness and assertiveness.
Gugrit enjoys activities involving hunting and training beasts. He has a passion for animal companions and often spends his leisure time working with them or exploring new territories alongside his pets, Jackie the Giant Hyena and Nova the Blood Hawk. In addition to that, he may engage in activities related to his merchant guild, overseeing its operations and potentially taking an interest in expanding his business ventures.
Small blood hawk,
Armor Class: 13
Hit Points: 9hp (2d8) 2d8
Speed:
10 ft
, fly: 60 ft
Saving Throws: Dex +6, Wis +6
Skills: Skills: Investigation +4, Perception +6, Stealth +6, Survival +6
Carrying Capacity: 45 lb.
Senses: 16 ... Passive Perception
+2 ... Initiative Modifier
Languages: Understands Goblin but only listens to Gugrit
Challenge Rating: 9
( 5000 XP)
Proficiency Bonus: +4
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Ambusher. The hawk has advantage on attack rolls against any creature it has surprised.
Blood Frenzy. The hawk has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Damage Transfer. While it is grappling a creature, the hawk takes only half the damage dealt to it, and the creature grappled by the hawk takes the other half.
Evasion. If the hawk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the hawk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flyby. The hawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Nimble Escape. The hawk can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Multiattack. The hawk makes two attacks.
Cunning Action. On each of its turns, the hawk can use a bonus action to take the Dash, Disengage, or Hide action.
Leadership (Recharges after a Short Rest). For 1 minute, the hawk can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hawk. A creature can benefit from only one Leadership die at a time. This effect ends if the hawk is incapacitated.
Surprise Attack. If the hawk surprises a creature and hits it with an attack during the first round of combat, the target takes an extra (2d8) damage from the attack.
Occupation: Messenger
Traits: Fast and agile. She likes jumping, shiny objects and. She always wants to be the center of attention. She has a sparkly red and gold Jesses and light armor with a small tube for carrying messages. She has a small gem necklace, and has 17 friends.
Owner: Gugrit “One-eye”
How You Bonded: They followed you until you adopted them.
Flaws: She likes stealing and hiding shiny things. She won’t forgive you for several days if you annoy/ignore them.
Appearance: Bright red feathers and gold eyes
Interaction Trait: excitable (if you have something shiny), Aloof (if you don’t)
Huge giant hyena,
Armor Class: 12
Hit Points: 45 (6d10+12) 6d10+12
Speed:
50 ft
Skills: Skills: Intimidation +0, Perception +3, Stealth +4, Survival +5
Carying Capacity: 960 lb.
Damage Resistances: bludgeoning, poison
Damage Immunities: acid
Condition Immunities: charmed, poisoned
Senses: 13 ... Passive Perception
+2 ... Initiative Modifier
Languages: Understands Goblin but only listens to Gugrit
Challenge Rating: 10
( 5900 XP)
Proficiency Bonus: +4
Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Aggressive. As a bonus action, the hyena can move up to its speed toward a hostile creature that it can see.
Ambusher. The hyena has advantage on attack rolls against any creature it has surprised.
Beast of Burden. The hyena is considered to be a beast of burden for the purpose of determining its carrying capacity.
Keen Smell. The hyena has advantage on Wisdom (Perception) checks that rely on smell.
Nimble Escape. The hyena can take the Disengage or Hide action as a bonus action on each of its turns.
Regeneration. The hyena regains 20 hit points at the start of its turn. If the hyena takes acid or fire damage, this trait doesn't function at the start of the hyena's next turn. The hyena dies only if it starts its turn with 0 hit points and doesn't regenerate.
Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Multiattack. The hyena makes two attacks.
Acid Breath Weapon (Recharge after 3 rounds). The hyena exhales acid in a 4-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 10 (3d6+1) corrosion damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the hyena's choice that is within 120 feet of the hyena and aware of it must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hyena's Frightful Presence for the next 24 hours.
Reactions
Parry. The hyena adds 5 to its AC against one melee attack that would hit it. To do so, the hyena must see the attacker and be wielding a melee weapon.
Occupation: Beast of Burden
Traits: Battle ready and easily annoyed. Likes gems, fighting and lying in the sun. Has a well-worn collar and no armor. He has a gem necklace and 2 friends.
Owner: Gugrit “One-eye”
How You Bonded: They were a gift from a friend.
Flaws: He jumps on you when you are sleeping. They have a favorite trick of playing dead.
Appearance: Patchy, spotted fur and yellow eyes
Interaction Trait: Intimidate
Gugrit's speech is assertive, resonant, and often accompanied by a commanding tone. He uses expressive and direct language, occasionally punctuating his sentences with gruff exclamations. Being a figure in the mercantile business, his speech might also include persuasive elements, exhibiting a shrewd and articulate manner when dealing with transactions or negotiations.
Nemesis (Trivial)
Towards Thoradin “Blunderbuss” Stoutale
Relationship Reasoning
Thoradin destroyed Gugrit's fighting pit.
Gugrit is moderately affluent, owning and managing a successful trading company. While he's not excessively wealthy, he possesses a comfortable financial status that allows him to maintain a lavish lifestyle and invest in further expanding his business.
He recently lost his pit fighting ring due to the meddling of some people who wont be living long.
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