Monster
Darz Helgar
Outside your table’s allowed sources
Official reference · SKT · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12
- Hit points
- 27 (5d8 + 5)
- Speed
- Walk 30 ft.
- Alignment
- Neutral
- Strength
- 15
- Dexterity
- 15
- Constitution
- 12
- Intelligence
- 10
- Wisdom
- 11
- Charisma
- 11
- Passive Perception
- 10
- Skills
- intimidation: +2; sleight of hand: +4; stealth: +4
- Languages
- Common
Traits
Sneak Attack (1/Turn)
Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.
Roleplaying Information
In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
Ideal: "You can run from your past, but you can't hide from it."
Bond: "I've made a new life in Triboar. I'm not gonna run away this time. "
Flaw: "I have no regrets. I do whatever it takes to survive."
Actions
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Darz carries twenty sling stones.