
Name: Leo Peterson
Age: 23
Race: Human
Class: Warlock
Level: 3
Background: Entertainer
Backstory: Leo Peterson was born into slavery and knew no rights beyond the bare minimum needed to keep him alive and useful. Unlike most other slaves though, Leo was not a laborer indentured to perform the backbreaking tasks his drow mistresses didn't care to do themselves. No, Leo was a performer slave from a long line of performer slaves that had long enjoyed the favor of a prominent and powerful house of dark elf nobility. And to maintain that favor Leo wrote poetry, played music, danced, acted, and - whenever a performance failed to meet the expectations of his mistresses - ate fire.
One day, Leo was tasked with serving as entertainment for one of his mistresses as she traveled through the Underdark. But midway through their journey, the caravan was attacked by mind flayers. While many were killed or taken by the illithids, Leo managed to escape with the help of a passing flumph.
Leo and his newfound companion spent some time after that wondering and lost, hiding from the myriad dangers of the Underdark when they were near and scavenging what edibles they could when it was safe to do so. Eventually, they came upon an ancient cathedral built onto the ceiling of the Underdark. And when curiosity drew them closer, they saw that a group of duergar slavers were laying siege to the cathedral. Presumably to make slaves of whoever was holed up inside. Thinking quickly, Leo lured a colony of gas spores into the grey dwarves without them noticing until it was too late. The slavers retreated, and once the danger had passed, the doors of the cathedral burst open to reveal the occupants that had been sheltering within.
To the eyes of the kuo-toa, Leo had just sicced a pack of beholders onto a force the fish folk had no hope of defeating. Between that and the ostentatious costume he had been wearing ever since the mind flayers had interrupted his play, they quickly decided that Leo was obviously a god, named him SHOOGBIMBHALD, and promptly began worshipping him. Though Leo's first instinct was to correct them, he paused when he felt something within him respond to their devotion. Leo had heard stories of the god makers and their ability to manifest the divine through sheer belief, and it seemed now that their belief had manifested some small vestige of divinity within him. A vestige that Leo realized he could use.
If he was able to stoke the kuo-toa's belief sufficiently, he would receive power from it. With enough power, Leo would be able to return to his former mistresses, cast them down, and free his friends and family from bondage. He knew there was a great deal of risk to this plan though. Even then, Leo could feel himself twisting little by little to match the warped perceptions that the kuo-toa had of him. The more power they gave him, the less he would actually be him. Eventually, Leo would be washed away entirely, leaving only SHOOGBIMBHALD in his place. But even knowing this, Leo didn't turn away. He had a chance to save the people he loved. He had a chance to give them a better life than what they had under the drow. He knew he had to take it.
Stat Generation: Standard Array
Small Aberration, Lawful Good
Armor Class 12
Hit Points 19 (5d6)
Speed 5 ft., Fly 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
Saving Throws Cha +2
Skills Arcana +4, History +6, Medicine +4, Nature +4, Perception +4, Religion +4, Stealth +6, Survival +4
Vulnerabilities Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Undercommon but can't speak, telepathy 60 ft.
Advanced Telepathy. Nyphl can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If Nyphl is knocked prone, roll a die. On an odd result, Nyphl lands upside-down and is incapacitated. At the end of each of its turns, Nyphl can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Nyphl is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Helpful Nyphl is adept at giving well-timed assistance; Nyphl can take the Help action as a bonus action.
Cunning Action Nyphl's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Armor Class 12
Hit Points 19 (5d6)
Speed 5 ft., Fly 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
Saving Throws Cha +2
Skills Arcana +4, History +6, Medicine +4, Nature +4, Perception +4, Religion +4, Stealth +6, Survival +4
Vulnerabilities Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Undercommon but can't speak, telepathy 60 ft.
Advanced Telepathy. Nyphl can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If Nyphl is knocked prone, roll a die. On an odd result, Nyphl lands upside-down and is incapacitated. At the end of each of its turns, Nyphl can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Nyphl is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Helpful Nyphl is adept at giving well-timed assistance; Nyphl can take the Help action as a bonus action.
Cunning Action Nyphl's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Inspiration: Yes