Lily Fynch
Female Human Bandit
She is an elderly human with grey eyes, white hair in a bun, and light brown skin.
Personality Traits: Unperturbed, Serious.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 748 AC (Age 52)
Orientation: Hetrosexual
Home: None
Settlement: City of Meltford
Mother: Lizzy Fynch (Deceased)
Father: Eli Fynch (Deceased)
Statistics
STR | DEX | CON | WIS | INT | CHR |
---|---|---|---|---|---|
6 | 10 | 10 | 12 | 10 | 12 |
-2 | +1 | +1 |
AC | HP | Passive Perception | Speed |
---|---|---|---|
11 | 16 | 11 | 30 ft. |
Alignment: chaotic good
Size: Medium
Actions:
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 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: Sleight of Hand +2, Deception +3, Perception +3
Abilities:
- Sneak Attack. Once per turn, Lily 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. Lily knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common
Inventory
Quantity | Value | Item | Rarity | Description | Weight |
---|---|---|---|---|---|
1 | A matchbook | common | A matchbook containing 3 matches. | ||
6 | 2 gp | Dagger | common | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
1 | 2 gp | Holy Symbol (Caspio) | common | A holy symbol in the shape of a signpost. | |
1 | 10 gp | Leather | common | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
1 | 4 gp 9 sp 9 cp | Money Pouch | common | Lily's money pouch. It has 4 gp, 8 sp and 19 cp in it. | ⅝ lb. |
1 | Negotiable | The disappearing duck of critters | uncommon | A duck made of cloth and leather. When squeezed, up to a dozen nearby small woodland creatures are attracted to the duck. They are charmed for 1 minute. This property only works while in woodlands. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the duck goes missing the next time it is stowed away. | |
1 | 25 gp | Thieves' tools | common | 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. |