Table of Contents

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Dooza Debiru

Content Used
*Player's Handbook
*Text
*Text
*Text


Art by Cinder-Lonestar

Secrets

character:dooza:stats|]] character:dooza:spells|]]




Name / Titles: Dooza Debiru
Class: Horizon Walker, Ranger
Species: Thri-Kreen
Nationality: Off-World

Character Information

Background:
Born:
Alignment:
Languages:
Tools:
Gear:
Saves:
Profession:
Affiliation:
Faith:

Physical Description

Height:
Weight:
Size:
Complexion:
Eyes:
Hair:
Gender:

Family

Partner:
Parents:
Siblings:
Children:

Other Quirks

Favorite Food: -
Favorite Drink: -
Games: -
Hobbies: -

Stories & Champaings

blank:
blank:
blank:

Stats

Level Base Total
00
InitSpeed Prof
+030ft +00
Health Armor ClassP.Perception
00 00 00
STRDEXCON
10(0) 10(0) 10(+0)
INTWISCHA
10(0) 10(+0) 10(+0)

Bold Stat = Proficiency in Stat

Acrobatics
(Dex)
+0 Medicine
(Wis)
+0
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+0 Perception
(Wis)
+0
Athletics
(Str)
+0 Performance
(Cha)
+0
Deception
(Cha)
+0 Persuasion
(Cha)
+0
History
(Int)
+0 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+0
Intimidation
(Cha)
+0 Stealth
(Dex)
+0
Investigation
(Int)
+0 Survival
(Wis)
+0

Bold Stat = Proficiency in Skill

Spell/Ability Modifier

Ability:
Save DC Modifier
00 +00

Introduction

Captain of SHIPNAME. A ship capable of inter dimensional travel commonly called a Spell-Jammer. Dooza has been sailing the Astral sea for several decades on a personal mission to collect and categorise off-world fauna. Pants, Animals and the intelligent species.

Thri-Kreen are an interplanetary species of insect like creatures. Dooza's presence on most worlds she visits is considered “alien” and so she keeps her affairs and presence well hidden from locals.
Dooza appears as a Thri-Kreen resembling a Prey-Mantis. With four legs and four arms she technically classifies as an Arachnid, A very large body taking up twice the room of a medium creature. Her large eyes display a wide range of emotion and appear kind hearted to the outside viewer. she has a large sing horn similar to a Rhino-Beetle

Some would say Dooza is obsessed with her work, Even over zelous. Her collection is her lifes work and she spends a significant portion of her free time on it. Despite her dedication the fauna collection is not actually her source of income.
Credits come from indigenous materials she collects and sells on a galactic market of sorts. Mostly rare metals and minerals but parts from creatures such as blood, bone and other exotic parts can sell for much higher prices.

If hunting such creatures proves too difficult or to dangerous, Dooza will instead post commissions anyomonsly for such monster parts. There is more often than not Hunters or Slayers upon a world who normally hunt such creatures and sell the rare parts so its very easy for Dooza to play the part of customer. The harder part is keeping her identity hidden during the transaction.
There are several ways she falls back on. Meeting in magical darkness, A show of trust be leaving the cash for the monster part in a specific location and having the hunter exchange, And even sometimes meeting the hunter face to face in an isolated location.

Background: Background

Choose a background, Mechanical lore based on your characters current or past experience

Dooza the Thri-Kreen

Thri-Kreen

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide

Physical Appearance
description

  • Ability Score:
    Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
  • Creature Type;
    You are a Monstrosity.
  • Lifespan:
  • Alignment:
  • Size: [6]
    Your size is Large. Large characters have a few things to consider when playing, several restrictions and benefits as listed bellow.
    • Armor: You can’t wear armor made for creatures smaller than you by normal means.
    • Hit Dice: Your Hit Die increases by one step.
    • Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
    • Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls.
    • Cover less: terrain that would grant 1/2 cover grants you no cover, while 3/4 cover grants 1/2 cover and so on.
  • Speed:
    Your walking speed is 30 feet.
  • Languages:
    You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
  • Chameleon Carapace
    While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
  • Darkvision
    You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Secondary Arms
    You have two slightly smaller secondary arms below your primary pair of arms. As part of an action taken with your main arms the secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield/swing a weapon that has the light property and provide ammunition (reload) to weapons requiring it.
  • Sleepless
    You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
  • Thri-kreen Telepathy
    Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).