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MARKAB
“MUDCRABS”
ATRIA





Chimera (Qilin)

Race
Large

Size
9’5” / 287cm

Height
324 lbs. / 147 kg

Weight
Chimera (Qilin) 6

Class/Level
Young Adult

Age
???

Gender
Chaotic Good

Alignment








Strength
4
18








Dexterity
2
14








Constitution
2
15








Intelligence
0
10








Wisdom
1
12








Charisma
2
14









EXP
14000








Inspiration








+3
Proficiency Bonus








  • + 7Strength
  • + 2Dexterity
  • + 5Constitution
  • + 0Intelligence
  • + 1Wisdom
  • + 2Charisma
Saving Throw Bonuses








2
Initiative








1
Attacks/
Action








Walk
30
Fly
50
Speed








Level
6
Used
0
Die
d10
Hit Dice








  • + 1 Acrobatics 
  • + 4 Animal Handling
  • + 0 Arcana
  • + 4 Athletics
  • + 2 Concentration
  • + 2 Deception
  • + 0 History
  • + 1 Insight
  • + 2 Intimidation
  • + 0 Investigation
  • + 1 Medicine
  • + 3 Nature
  • + 4 Perception
  • + 2 Performance
  • + 2 Persuasion
  • + 0 Religion
  • + 1 Sleight of Hand
  • + 1 Stealth
  • + 4 Survival
Skills








14
Armor Class
10 + 2 + 2








Current
50
Temp
0
Max
50
Hit Points








Pass
- - -
Fail
- - -
 Death Saves 








Attack Name Ability Range To Hit Damage Damage Type
Bite
Str
5
+7
1d8
Pierce
4 (1d8) melee piercing damage. Proficient.
Mudcrabs snaps with serrated, backwards-pointing teeth.
Attack Name Ability Range To Hit Damage Damage Type
Claws
Str
5
+7
1d6
Slash
3 (1d6) magical (melee) slashing damage. Proficient.
Mudcrabs takes a swing or stomps using heavy, powerful hooves or wickedly sharp claws.
  • Light: a light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. When you attack with one claw, you can attack with the other as a bonus action, as though you were two weapon fighting.
Attack Name Ability Range To Hit Damage Damage Type
Horn
Str
5
+7
1d8
Pierce
4 (1d8) magical (melee) piercing damage. Proficient.
Despite some tips being fleshy, Mudcrabs’s antlers are sharp and dangerous.
  • Magic: the weapon ignores resistance to nonmagical piercing damage.
Attacks








Spell Name Ability Range Comp. Setup Duration
Create Food and Water
Cha
30 ft.
VS
1 Action
Instant
Creates 45lbs of food and 30 gal of water.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.
  • The food is bland but nourishing and spoils if uneaten after 24 hours.
  • The water is clean and doesn’t go bad.
  • Lesser innate spellcasting: at second level, this spell may be cast once, and at eleventh level, this spell may be cast thrice. The spell does not require material components but is cast at the lowest possible level. You regain all uses of this feature after a long rest.
  • Third-level conjuration.
Spell Name Ability Range Comp. Setup Duration
Fire Shield
Cha
Self
VS
1 Action
10m
Resistance to cold or fire damage. If hit by melee: 2d8 fire/cold damage.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
  • The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
  • In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
  • Lesser innate spellcasting: at ninth level, this spell may be cast once, and at eighteenth level, this spell may be cast thrice. The spell does not require material components but is cast at the lowest possible level. You regain all uses of this feature after a long rest.
  • Fourth-level evocation.
Spell Name Ability Range Comp. Setup Duration
Etherealness
Cha
Self
VS
1 Action
≤8h
Slip into the Ethereal Plane border and become somewhat ghostly.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell.
  • During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.
  • You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
  • While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.
  • You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
  • When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
  • This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
  • Planar Walk: starting at 15th level, you can innately cast this spell at its lowest possible level and without material components by expending one Hit Die.
  • Seventh-level transmutation spell.
Spell Name Ability Range Comp. Setup Duration
Plane Shift
Cha
Touch
VS
1 Action
Instant
Leave this mortal plane at last.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
  • You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
  • Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
  • You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
  • Planar Walk: starting at 15th level, you can innately cast this spell at its lowest possible level and without material components by expending one Hit Die.
  • Seventh-level conjuration spell.
SPELLS








  • Armor Proficiencies: none.

Chimera do not fit in armor, and as such, Mudcrabs does not and cannot wear armor.

  • Languages: Understands, speaks, and writes Common and Primordial (Auran).

Monsters learn things from the darndest places.

  • Racial Traits: +2 Str, +1 Dex, darkvision (60 ft.), Monstrous Physiology, Natural Armor, Natural Weapons.
    • Monstrous Physiology: You cannot wear armor or wield weapons. You can hold items but cannot activate equipment that requires fine manipulation. You cannot wear wondrous items except those that fit on your face or head. (Race: Chimera)
    • Natural Armor: If you are not wearing armor, then your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. (Race: Chimera)
    • Natural Weapons: You have two claws and one bite which are melee weapons with which you are proficient. The claws are light weapons that deal 1d6 slashing damage. When you attack with one claw, you can attack with the other as a bonus action, as though you were two weapon fighting. Your bite deals 1d8 piercing damage. (Race: Chimera)

Whoever signed off on the idea of a man this stupidly fruity being able to comfortably philander around for 20 hours a day on every day of the year should be fired.

  • Tool Proficiencies: none.

Mudcrabs does not have fingers and, as such, cannot manipulate tools and objects finely enough to use them well.

  • Weapon Proficiencies: none.

Not having fingers seems to be a running problem here.

Traits
  • Background Features: History and Animal Handling proficiencies (archaeological specialty is the origin and history of animal husbandry), Dust Digger, Historical Knowledge, 1 language.
    • Dust Digger: Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. (Signature Item: Pith Helmet)
    • Extra Language: You can speak, read, and write one extra language of your choice.
    • Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.

Monster background: you are the devourer in the night, the lurker in the hills, the terror of villages. Children check for you under the bed before they go to sleep. The town's warriors arrange hunting parties to slay you, but often do not return. The elders lay out sacrificial offerings to satiate your bloodlust. You are a monstrosity, a lone hunter or living with a small pack. Your favorite food is the livestock of humanoid settlements – or the humanoids themselves!

Filler Text

  • Class Features: Arcane Tradition: School of Necromancy (Necromancy Savant, Grim Harvest, Undead Thralls, Inured to Undeath, Command Undead), Arcane Recovery, Signature Spells.
    • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    • Arcane Tradition: When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: abjuration, bladesong, conjuration, divination, enchantment, evocation, illusion, necromancy, thaumatology, and transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
      • Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
      • Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
      • Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
        • The creature’s hit point maximum is increased by an amount equal to your wizard level.
        • The creature adds your proficiency bonus to its weapon damage rolls.
      • Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
      • Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way: if the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
    • Spell Mastery: at 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Chimera (Qilin)

Features

Personality Trait 5: “Like an onion, I have layers. I’m not just some simple beast.”

Filler Text

Flaw 1: “I hate getting wet.”

Filler Text

Personality Traits and Flaws

Ideal 5: “Exploration. I want to see the world, regardless of how others see me.” (Neutral)

Filler Text

Bond 6: “ There is a large bounty out for my hide after a specific event in my past.”

Filler Text

Naturalization Cause 5: “ I am lonely and I seek others of my kind. We are so rare that I need the help of my former prey.”

Filler Text

Goals and Bonds




CP
0








SP
0








EP
0








GP
18








PP
0




  • ×1 Bone Flute

A hollow, airy flute fashioned from the bones of a wicked creature long dead. Received from background.

Inventory








14




Passive Wisdom (Perception)
Darkvision: 60 ft
Senses




Notes