Darz Helgar

Medium Humanoid (Illuskan Human) , Neutral
• Armor Class: 12
• Hit Points: 27 (5d8+5)
• Speed: 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

• Skills: Intimidation +2, Sleight of Hand +4, Stealth +4
• Languages: Common
• Challenge: 0 (10 XP)

• 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 csan 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.