Grinn

**Overview** ⬩ Gallery ⬩ Relationships ⬩ Synopsis

* Current
* Flind

**Grinn** is a Gnoll raised Halfing who has a a roguish knack at being stealthy and sneaky.

Adopted by Gnolls since he was an infant, he has been under the care of his older sister, Smirrk, who is currently the leader of the Gnolls back in his homeworld, Zecamir. He is very dangerous to some people, and is played by Ishton.

## **Appearance**

Grinn has a very fit build, sharp, lean sinewy muscles and strong tendons.

He has brown thick hair, sharp teeth, thin pupils in yellow eyes, and sharp claws on both hands and feet. He had a mohawk but after an incident involving Milly wanting to brush his hair, resulting in her accidentally cutting off his tail, he now wears a more modern look. He's 4 feet tall.

He has several scars across his body, each from a different person.

* One on the side of his head, given to him by Smirrk when he was a baby
* A star-shaped one in his left shoulder from being shot by Ko.
* Lastly a huge scar on his right side body, given to him by Milly after she threw a fireball at him.

### **Attire**

Grinn variates his clothing a lot. He fancies leather and spiky adornment along with various belts to hold his four daggers (Caina, Antenora, Ptolomaea and Judecca.) He never wear shoes as it throws him off balance and his chest almost always remains exposed.

### **Other Appearance**

#### **Glitch Effect**

* After touching a glitch at a temple near Duck Creek, Grinn was turned into a Flind for a week, which caused a stir in the group., he was turned back after some time and spent about a night as Cub-Grinn.
* Grinn has since then touched another glitch which caused him to create bloody footprints wherever he walks, much like the flind-effect, it is said to last only a week.

#### **Corrupted Form**

Grinn's corrupted form unlike the rest seem to take form of a known being; the demon lord Yeenoghu. Grinn has stated his knowledge about Yeenoghu but seem to be unaware by what it all means.

Grinn learned from Kipthorne that he has the entity that embodies him, fully under control as of right now. Hinting to that Grinn has been starving Yeenoghu to keep him docile after he promised not to kill ( so much ). He also learned that the way for him to contact Yeenoghu would be to cover himself in sacrificial blood.

## **Personality**

Initially, Grinn was considered beyond reproach and deemed an unreliable wild card. Early he showed no remorse for killing while clearly being fully aware of his action, treating it more as a culture-thing than anything else. Grinn is however easy to read for those that known him for a while, making it easy to predict when to hold him back and not if you're perceptive enough.

That said, Grinn isn't as simple as someone who just takes joy in killing, rather he has stated that he doesn't really feel anything different, akin to someone taking out their trash or prepare a dinner. Grinn spent a lot of time trying to persuade the others of the Clawbreakers is normal and that they are the ones in the wrong. However after sometime reflecting on his actions, Grinn came to the conclusion that he was the odd one out, who kept trying to force his own culture onto others. Thus he declared he won't kill anyone unless given permission to, sealing the deal with Koeia's scarf which he only removes when he's to commit a murder.

## **Equipment**

### **Weapons:**

**Shortsword - Malebranche 1/2**

* 1d6 slashing
* Other abilities yet unknown due to only having one of the two Malebranches. The other one most likely in his mentors possession still.

**Hand crossbow - Chiron**

* 1d6 piercing damage.

**Longsword of sharpness - Malacoda**

* When you Attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you Attack a creature with this weapon and roll a 20 on the Attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s Command word ("Malacoda") to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the Command Word again or sheathing the sword puts out the light.
* 1d6 slashing damage

**2 normal Daggers - Caina and Antenora,**

* 1d4 of damage

**1 Dagger of Venom -** **Ptolomaea**

* You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
* You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.

**Dagger of Death’s Hand - Judecca**

* You gain +5 bonus to attack, but must succeed a D12 WIS save or take 1d8 of psychic damage each time you use it.

**14 Darts**

* 1d4 of piercing damage.

### **Tools:**

* 2 Vorpal-Bolts.
* 118 bolts
* Amulet of Second Chance
* Amulet of Humanity
* Hat of disguise

### **Items**

* Ring of Blinking
* Picture book of Stabbing
* Brush Kit
* 10 Bones
* Button
* Sand (a pocket full)
* Ring without a diamond...yet.
* Flail
* walkman
* Hyena Plush

## **Abilities**

 DEX
 CON
 INT

### **Proficiencies**

* Acrobatics: 11
* Athletics: 9
* Deception: 5
* Intimidation: 5
* Sleight of hand: 11
* Stealth: 11

### **Feats**

* **Lucky**
	+ You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. You regain expended luck points when you finish a long rest.

### **Racial**

* Halfling-luck
* Halfling Nimbleness
* Naturally Stealthy
* Brave

### **Class**

* Archetype: Assassin
* Thieve's Cant
* Assassinate
* Infiltration Expertise
* Cunning Action
* Criminal Contact
* Evasion
* Uncanny Dodge

## **Companions**

### **Dinosaurs**

**The Compy Army (AKA ALL)**

Grinn has many Compies, the number of which keeps fluctuating depending on what has happened with them. Most of the time when asked to do something helpful, they will ignore Grinn, however when they are asked to attack they will swarm and devour immediately as their combined bite force turns them into a squeaking flock of land piranhas. They vary in colour from yellow-green with dark stripes, to deep orange with purple spots, but as there are so many that are similarly coloured, the best way to tell who is who is by their collars.

* **Gall (Red)**
* ~~**Hall (Yellow)**~~
* **Ball (Green)**
* ~~**Dall (Blue)**~~
* **Lall (Orange)**
	+ Was given the ring of blinking as a collar for a short time, and ended up constantly blinking to the point of exhaustion on its removal.
* **Boss Baby**
	+ Has a little hat made of a frog bone.
* **Wall (White)**
* **Mall (Black)**
* **Fall (Gray)**
* ~~**Ball #2 (Pink)**~~
* **Sall (Grey)**
* ~~***Nall - (Brown)***~~
* **Johnson (A slightly cooler red)**
* **Anall**
* **+ 5 more compies**

### **Other:**

* **Tall** - A Timid Baryonx who is the biggest of the army. Regularly she carries the compies on her back, however it is the compies who protect her rather than the other way around.

## **Quotes**

* "I want the big one."
* "I'm a Gnoll."
* "YES MY BABIES! FEAST!"
* "Milly, Ko's being weird again!"
* "Inks, Your penis is out."
* "I'm not a good person."
* "I could've called you a monster, grouped you in with that wizard who cut up Tieflings just to own them... If you think that what we do as Gnolls is all destruction you got us all wrong..."
* " they say that Gnolls were born from hyenas~ they ate the victims of the demon lord Yeenoghu and was transformed into Gnolls... or well so does Grandma Glii say, but she's senile so..."

## **Trivia**

* Grinn is colorblind, but his favourite colour is red.
* Grinn is allergic to coconuts.
* Grinn has the highest kill count of the clawbeakers since he got to Fracture. His previous kill count remains unaccounted.
* Being a halfling, he is the shortest of the Clawbreakers.
* Grinn, much like all gnolls on Zacamir are afraid of lightning and thunder.
* He has the most weapons and tools among the Clawbreakers.
* His favorite food is either meat or strawberries dipped in chocolate.
* Grinns name means either Small or Knife in Gnollish.
* His claws are harder than normal nails, thus harder to trim or break.
* His favorite climate type is warm and sunny.
* The scars on his head are from when he was a baby and he irritated his sister.
* Grinn has a piercing.
* Grinn used to be up very early in the mornings, but has started to feel more comfortable sleeping in.
* Him and Ko are in a relationship.