Gen Legend



Ticen Pliath

The Beige Rat

Elf: Nomad Elf

Ninja

True Neutral
Medium size
They
⚜️

Lvl: 10

💚

HP: 93

🛡️

AC: 20

🔆

Proficiency Bonus:
+4

🦾

STR: 15 +2

🥢

DEX: 17 +3

🫀

CON: 14 +2

🧩

INT: 14 +2

🦉

WIS: 15 +2

🎭

CHA: 10 +0

⭐️
Skills:

Athletics: +8
Acrobatics: +3
Sleight of Hand: +3
Stealth: +3
Arcana: +2
History: +2
Investigation: +2
Nature: +5
Religion: +4
Animal Handling: +2
Insight: +6
Medicine: +2
Perception: +2
Survival: +2
Deception: +0
Intimidation: +5
Performance: +0
Persuasion: +0

Passive Perception:

12
🎲
Saving Throws:

STR: +6
DEX: +3
CON: +2
INT: +2
WIS: +2
CHA: +2

📜

Languages:

Common
Dwarvish
Elvish
Undercommon

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +7

Longbow: 3d8+3 Piercing, 150/600 range, Ammunition. Heavy. Two Handed.

Special Attack:

1 charge per day. Recharges at dawn.
Poison Longbow: 4d8+3 Poison, 150/600 range, Ammunition. Heavy. Two Handed.

🔮

SPELLCASTING: INT

Spell Save DC: 14

To hit: +6

Cantrips:
Minor Illusion:
Illusion(Action)⟨1 minute⟩-30 feet

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Light:
Evocation(Action)⟨1 hour⟩-Touch


You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.


Covering the object with something opaque blocks the light. The spell ends if you cast it again.


Natural Spells:
1 use per day each:
Silent Image:
Illusion(60 feet)⟨Concentration⟨10 minutes⟩-Self


You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.


As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.


Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Magic Missile :
Evocation (1 Action)⟨Instantaneous⟩-120 feet

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.


Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Faerie Fire

👁️

Senses

Truesight: 10ft.


Otherworldly Perception: The Beige Rat can sense the presence of any creature within 30 feet of The Beige Rat that is invisible or on the Ethereal Plane.

Keen Senses: Advantage on Wisdom (Perception) checks that rely on one of their senses.


🛟

Resistances

Immunities:

None

Resistances:

fire
piercing
poison


Vulnerabilities:

necrotic


Protections:

Illusory Appearance: The Beige Rat covers herself and anything they are wearing or carrying with a magical illusion that makes They look like other creature of their general size and shape. The effect ends if The Beige Rat takes a bonus action to end it or if They dies.The changes wrought by this effect fail to hold up to physical inspection. For example, a hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 14 Intelligence (Investigation) check to discern that The Beige Rat is disguised.

🥊

Martial Habilities


Grappler: On a hit on a melee attack, The Beige Rat can choose to do no damage to grapple a creature up to its size. The target is then grappled, with DC 14 to scape the grapple.
Smother: Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and The Beige Rat can't smother another target. In addition, at the start of each of the target's turns, the target takes 8 (2d6 + 2) bludgeoning damage.


Frightful Presence: Each creature of The Beige Rat's choice that is within 120 feet of The Beige Rat and aware of it must succeed on a DC 14 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 Beige Rat's Frightful Presence for the next 24 hours.

👑

Legendary

Legendary Actions

The Beige Rat gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Pathfinder: The Beige Rat can move their full speed without provoking opportunity attacks.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 14.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Ghostly Apparitions: The Beige Rat summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.

🌋

Region

The Beige Rat has an effect on its domains that may include any of the following magical effects:
Warden's Haven: Nature thrives in perfect harmony around The Beige Rat's domain. Rare beasts roam unafraid, and ancient trees form a cathedral of untouched wilderness. Travelers, tread lightly. Be aware of the protective eyes upon you.

Eldritch Mists: A dense, greenish mist clings to the ground, reducing visibility to 30 feet. Voices, screams and whispers can be heard comming from the mist.

If The Beige Rat dies, these effects dissipate during the next 7 days.

🏵️

Traits


I grow combative and unpredictable when I drink.
I'm quick to assume that someone is trying to cheat me.

🏛️

Ideal

Security. Doing what must be done can't bring the innocent to harm.

🪝

Plot Hook

Feels loyalty to two opposing causes.

📖

My Story