
Character
Emir Farid- Fennec Fox House Leader
Born beneath the rust-colored dunes of the Red Desert to House Farid, a clan so minor that their name appeared only in footnotes of noble registries, young Emir inherited a legacy of irrelevance and dwindling resources that would have crushed lesser spirits. Rather than squander his family's meager wealth on futile attempts to match the military might of the great houses, Farid spent his youth traversing every grain of sand, every hidden cavern, and every forgotten well within a thousand leagues, transforming his people into something far more valuable than soldiers—they became the desert itself made manifest. His fennec kin became living maps, their keen senses and intimate knowledge of the land's secrets turning what others saw as barren wasteland into a labyrinth of survival and prosperity. When the great zebra caravans began crossing the dunes with Chancellor Zuberi at their helm, Farid recognized in them not competitors but partners, and he forged bonds of mutual benefit that turned House Farid into an indispensable link in the trade networks spanning the continent. His philosophy—that a small family versed in the desert's mysteries could outlast any army marching blindly through sand and stone—proved so effective that rival houses eventually sought his counsel rather than his conquest. Today, Emir Farid stands as proof that nobility is not measured in swords or soldiers, but in the irreplaceable wisdom that only comes from truly knowing one's world.
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What this public profile contains
This view-only profile includes a creator-written description; 11 labeled detail fields; 6 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Hermione
- Connected worlds
- 0
- Detail fields
- 11
- Profile sections
- 6
- Artwork images
- 1
Details
- Type
- Beast
- Alignment
- Neutral Good
- Size
- Medium
- Armor class
- 15
- Hit points
- 85
- Speed
- 30
- Challenge
- 5
- Experience
- 1800
- Languages
- Fox
- Senses
- Darkvision 60 ft., Keen Hearing, Keen Smell
- Skills
- Survival, Insight, Persuasion, Stealth
Biography
Born beneath the rust-colored dunes of the Red Desert to House Farid, a clan so minor that their name appeared only in footnotes of noble registries, young Emir inherited a legacy of irrelevance and dwindling resources that would have crushed lesser spirits. Rather than squander his family's meager wealth on futile attempts to match the military might of the great houses, Farid spent his youth traversing every grain of sand, every hidden cavern, and every forgotten well within a thousand leagues, transforming his people into something far more valuable than soldiers—they became the desert itself made manifest. His fennec kin became living maps, their keen senses and intimate knowledge of the land's secrets turning what others saw as barren wasteland into a labyrinth of survival and prosperity. When the great zebra caravans began crossing the dunes with Chancellor Zuberi at their helm, Farid recognized in them not competitors but partners, and he forged bonds of mutual benefit that turned House Farid into an indispensable link in the trade networks spanning the continent. His philosophy—that a small family versed in the desert's mysteries could outlast any army marching blindly through sand and stone—proved so effective that rival houses eventually sought his counsel rather than his conquest. Today, Emir Farid stands as proof that nobility is not measured in swords or soldiers, but in the irreplaceable wisdom that only comes from truly knowing one's world.
Attributes
Strength
12, modifier 1
Dexterity
16, modifier 3
Constitution
16, modifier 3
Intelligence
18, modifier 4
Wisdom
20, modifier 5
Charisma
14, modifier 2
Actions
Desert Mirage
Create an illusory terrain feature within 60 ft. to confuse enemies. DC 15 Wisdom save or become disoriented, granting disadvantage on next attack.
Fennec's Dash
Move up to 60 ft. without provoking opportunity attacks. Can be used as a bonus action.
Ancient Caravan Knowledge
Once per long rest, grant allies advantage on their next attack roll or saving throw by sharing vital information about the terrain.
Sandstorm Call
Summon a localized sandstorm in a 20 ft. radius for 1 minute. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 3d6 bludgeoning damage and be blinded until the end of their next turn.
Abilities
Desert's Embrace
Advantage on survival checks in desert environments.
Guide's Insight
Can grant allies advantage on navigation checks once per long rest.
Saving throws
strength
1
dexterity
3
constitution
3
intelligence
4
wisdom
5
charisma
2
Damage resistances
Poison
Necrotic
Public creation
Worldbuilding Context
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