Name: Fipp of Gloomy / Race: Grippli / Size: Small / Class: Ranger ( 1 ) / Proficiency Bonus: +2 / Speed: 25 ft (Land); 30 ft. (Swimming)
Attributes (Bonus) / Saving Throw
Strength: 15 (+2) / +4
Dexterity: 16 (+3) / +5
Constitution: 15 (+2) / +2
Wisdom: 15 (+2) / +2
Intelligence: 14 (+2) / +2
Charisma: 14 (+2) / +2
HP: 12 / AC: 14 (Leather) / Passive Perception (Wis): 14
Combat: Melee: +4 / Ranged: +5 / Spell (Wis): +4
Shortbow: D: 1d6; R: 80/320 / Handaxe: 1d6+2; S: Light, Thrown (20/60) / Dagger: 1d4+3; S: Finesse, Light, Thrown (20/60)
Equipment: Arrows x40, Backpack, Bedroll, Rope (Silk, 50 ft.), Quiver, Torches (x10), Rations, Canteen (x2) / Wealth: GP: 103 (Stashed)
Acrobatics (Dex): +3
Animal Handling (Wis): +4
Arcana (Int): +2
Athletics (Str): +4
Deception (Cha): +2
History (Int): +2
Insight (Wis): +4
Intimidation (Cha): +2
Investigation (Int): +2
Medicine (Wis): +2
Nature (Int): +2
Perception (Wis): +4
Performance (Cha): +2
Persuasion (Cha): +2
Religion (Int): +2
Sleight of Hand (Dex): +3
Stealth (Dex): +5
Survival (Wis): +4
Favored Enemy (Class; Monstrosities): Gain benefits in tracking and recalling information on favorite enemies as listed in the PHB (pg. 91).
Natural Explorer (Class; Swamp): Gain benefits as listed in the PHB (pg. 91) when traveling for 1 hour in your favored terrain.
Swimmer (Race): Has a 30 ft. Swim speed and can hold breath for a number of rounds equal to Constitution score.
Tongue (Race): Has a Natural Attack using a strong tongue to deal 1d6 bludgeoning damage.
Natural Camouflage (Race): Gain proficiency in Stealth
Swamp Blooded (Race): Gain Advantage on Saving Throws vs. Poisons or Diseases.
-Fipp is a descendant of the depredations of the Temple of the Frog. On one hand, the Temple created several amphibious monstrosities, on the other hand, the Grippli are a by-product that managed to escape the shackles of slavery and form their own communities within the Gloomy.
-He is a Ranger of the several swamp towns that exisit throughout the Gloomy. He has seen border towns such as Wizard's Watch to trade alchemical ingredients and vegetables for equipment from the grim men of the Watch. He also receives payment to bring down monstrosities that continue to eek out from the swamp.
-Likes to fish on his off-days. The rumored 'Gargantua' a leviathan of a bass draws him to the small islands that dot the Root River in hopes of capturing the beast.