Darz Helgar
Medium humanoid (illuskan human), neutral
Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 10 (0) | 11 (0) | 11 (0) |
Skills Intimidation +2, Sleight of Hand +4, Stealth +4
Languages Common
Challenge 0 (10 XP)
Sneak Attack (1/turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn’t incapacitated and Darz doesn’t have disadvantage on the attack roll.
Roleplaying Information. In his youth, Darz was a member of the Xanathar Thieves’ Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
Ideal: “You csan run from your past, but you can’t hide from it.”
Bond: “I’ve made a new life in Triboar. I’m not gonna run away this time. “
Flaw: “I have no regrets. I do whatever it takes to survive.”
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) piercing damage. Darz carries twenty sling stones.