Shelo Kraham's Page


Backstory here.


Description here.

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Shelo Kraham

Medium humanoid (tabaxi), chaotic neutral
Armor Class 15 Unarmored Bonus
Hit Points 9 (1d8)
Speed 30 ft., climb 20 ft.
10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 14 (+2)

Saving Throws STS +4, DEX +5
Skills Acrobatics +5, Athletics +2, Deception +4, Intimidation +4, Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14, Passive Investigation 10, Passive Insight 12
Languages Almebezbik, Goblin, Infernal

Feline Agility When Shelo moves on his turn in combat, he can double his speed until the end of the turn. Once he uses this trait, he can’t use it again until he moves 0 feet on one of his turns.

Cat's Claws Shelo has a climbing speed of 20 ft. and his claws are natural weapons that deal 1d4 + 3 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

Unarmored Defense While not wearing armor and not using a shield, Shelo's AC equals 10 + DEX modifier + WIS modifier.

Dual Personalities Most of Shelo's fellow adventurers and the world know him as his persona. Those who seek to learn more about him—his weaknesses, his origins, his purpose—find themselves stymied by his disguise. Upon donning a disguise and behaving as his persona, he is unidentifiable as his true self. By removing his disguise and revealing his true face, he is no longer identifiable as his persona. This allows him to change appearances between his two personalities as often as he wishes, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between his persona and his true self, his deception might lose its effectiveness.


Martial Arts. While Shelo is unarmed, using his claws or wielding only monk weapons and he isn’t wearing armor or wielding a shield, he can use DEX instead of STR for the attack and damage rolls, he can roll his Martial Arts damage die (d4) in place of the normal damage, and when he uses the Attack action on his turn, he can make one unarmed strike or claws attack as a bonus action.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Boomerang. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. On a miss, a boomerang returns to the thrower's hand.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage.