Tatilin

Male Elven Poacher

He is an adult elf with grey eyes, short blond hair, a clean shaven face, and light pink skin.

Personality Traits: Dull.

Alignment: neutral.

Born: 350 AC (Age 449)

Orientation: Bisexual

Home: None

Settlement: Nibsworth (immigrated from Ruthan)

Spouse: Tillgeet (Deceased)

Mother: Nerdanan the Second (Deceased)

Father: Ecthent the First (Deceased)

Siblings

Half-Siblings (Mother's Side)

Statistics

STRDEXCONWISINTCHR
6 14 10 8 10 10
-2 +2 -1

ACHPPassive
Perception
Speed
13 16 9 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +1, Sleight of Hand +4, Stealth +4, Deception +2

Abilities:

  • Fey Ancestry. Tatilin has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Sneak Attack. Once per turn, Tatilin can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Tatilin knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
5 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 5 gp 2 sp 8 cp Money Pouch Tatilin's money pouch. It has 4 gp, 11 sp and 18 cp in it. ⅝ lb.
1 Pocket lint Some pocket lint.
1 25 gp Thieves' tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. 1 lb.

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