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Joe'y

In the dimly lit corners of the Keldris, where shadows clung to secrets and the murmur of clandestine dealings echoed through the air, there stands Joe'y. A red tiefling with an easy grin, his eyes glittered with a mixture of cunning and camaraderie. His slender frame, adorned in well-worn leather, moves gracefully as he navigates the complexities of the Shade's operations.   Joe'y is more than just a facilitator; he is the living heartbeat of the Shade. His fingers dance deftly over dice, cards, and coins, orchestrating games of chance that unfolded in the smoky haze of the Gilded Haven. The acrid scent of his favorite cigars waftes around him, signaling that Joe'y is in his element.   Despite the underworld dealings, there was an air of friendliness about him. He knew everyone, their stories, and their secrets. A confidant and a confessor, Joe'y was the bridge between the rough dealings of the Shade and the ebullient spirit of the King's Head. His presence was both a comfort and a reminder that, in the ever-shifting shadows of the Keldris, trust could be found in the most unexpected places.   *Medium Fiend (Tiefling), Neutral*   **Armor Class** 15 (Leather Armor)   **Hit Points** 42 (5d8 + 18)   **Speed** 30 ft.   **Skills** Deception +5, Insight +4, Sleight of Hand +5, Persuasion +5   **Damage Resistance** Fire   **Senses** Darkvision 60 ft., Passive Perception 14   **Languages** Common, Infernal   **Challenge** 2 (450 XP)   ***Fiendish Charm.*** Joe'y has advantage on all Charisma (Persuasion) checks.   ***Infernal Resilience.*** Joe'y has resistance to fire damage.   ***Actions***   ***Multiattack.*** Joe'y makes two attacks with his dagger.   ***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.   ***Cigar Smoke (Recharge 5-6).*** Joe'y exhales a cloud of smoky, magical cigar fumes in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.   ***Reactions***   ***Evasion.*** When Joe'y is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.   ***Lucky Dodge.*** When Joe'y is hit by an attack, he can use his reaction to roll a d20. On an 11 or higher, the attack misses him.
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