AC 15 (padded leather)
HP 78 (12d8+24; bloodied 39)
Speed 30 ft.
Proficiency Bonus +3; Maneuver DC 14
Saving Throws Dex +6, Int +5
Skills Animal Handling +5, Athletics +3, Insight +5, Investigation +5, Perception +5, Persuasion +5 (1d8), Stealth +6, Survival +5, thieves’ tools, water vehicles (1d8)
Senses passive Perception 15
Languages Arabic
Favored Enemy. Sinbad has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.
Natural Explorer: Coasts. When Sinbad makes an Intelligence or Wisdom check related to the coast, he gains a 1d8 expertise die if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Sinbad gains the following benefits:
◆ Difficult terrain doesn’t slow his group’s travel.
◆ Sinbad’s group can’t become lost except by magical means. Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Sinbad remains alert to danger.
◆ If Sinbad is traveling alone, he can move stealthily at a normal pace.
◆ When he forages, Sinbad finds twice as much food as he normally would.
◆ While tracking other creatures, Sinbad also learns their exact number, their sizes, and how long ago they passed through the area.
Sneak Attack (1/turn). Sinbad deals an extra 3 (1d6) 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 Sinbad that isn’t incapacitated and Sinbad doesn’t have disadvantage on the attack roll.
SPECIAL TRAITS
Superb Aim. Sinbad ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Sinbad makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
ACTIONS
Extra Attack. Sinbad attacks twice when he takes the Attack action.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
BONUS ACTIONS
Attentive Gaze. Sinbad can use a bonus action to take the Search action.
Cunning Action (1/turn). Sinbad can use a bonus action to take the Dash, Disengage, or Hide action.
Excellent Aim (3/ short rest ). Sinbad can spend a bonus action to aim a wielded ranged weapon at a target within his range. Until the end of his turn, ranged attacks that Sinbad makes against the target deal an extra 5 damage.
Second Wind (1/ short rest ). On his turn, Sinbad can use a bonus action to regain 1d10+7 hit points.
This entry is a bit of a shipwreck because Mythological Figures is taking on the erstwhile sailor Sinbad! Sinbad’s seven famous voyages included fantastic adventures which featured magic and monsters—and, with disturbing regularity, involved the unfortunate mariner being shipwrecked over and over and over again! In the typical fashion for 1,001 Arabian Nights all of these stories are told via a framing story from an older man named Sinbad to a younger, poorer fellow also named Sinbad.
◆ He encountered a giant sleeping whale which he mistook for an island, and met a supernatural horse which lived underwater.
◆ He rode a
roc
, and discovered a valley of elephant-eating giant snakes.
◆ He blinded a huge beast intent on eating him and his crew.
◆ He escaped an island tribe and their madness-inducing herbs.
◆ He was buried alive with his dead wife, and escaped by murdering another woman who was being buried with her dead husband.
◆ He was enslaved by the Old Man of the Sea and escaped by trickery.
◆ He sailed a raft down a magical stream which led to a city of diamonds and pearls.
◆ He sailed another raft down another magical river to a city of bird-people.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.