Mudd

## **Intro**

A Firbolg prince from the swamps of BuhBayou, Mudd is a druid and lover of everything nature, especially his pet badger Gumbo. Mudd's favorite treat is coffee with dirt sprinkled in it for extra "earthy" flavor.

## **Description**

### **Appearance**

A large, green Firbolg with green fur and hair, and a pink streak in it. He also has runes "carved" in the side of his hair.

### **Personality**

Mudd is stoic and humble, despite his royal roots. He is straight to the point and is usually the first to move things along in the party. Despite this, Mudd still knows when to let loose and have fun occasionally. He often has a hard time presenting his emotions, and seems to have a complicated relationship with his past. Despite being the next in line, Mudd does not wish to inherit the Bramblecrack throne. Mudd has a tendency to run from his problems - literally and figuratively - such as him fleeing from his royal responsibilities in his younger years. Mudd is passionate for the druidic arts. This passion was seeded by his mentor, Shaman Suse, who encouraged him to pursue magic.

## **Character information**

### **Notable items**

#### **Immoveable Rod**

This flat iron rod has a button on one end. a creature can use an action to press the button, which causes the rod to become magically fixed in place until the same creature (or another creature) uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

#### **Virtues Diagem**

Mudd acquired the virtues Diagem from the virtues monolith in the temple of Algerock. It imbued him with Wisdom (Wisdom ability score increased by 2 and gains advantage on Wisdom ability checks and saving throws; also granted him with the ability "Grain of Truth". Every time he makes an Insight check he can add an 1d6 to the roll)

#### **Current items**

##### Common Item

* Torch
* Flint and Steel
* Raptor claw Necklace
* Bed roll
* Rope 50ft
* Anchor pick
* Valrossian disguise
* Big Coffee Mugs
* Beacker
* Lute String (Slique)
* Gumbo barding
* Exploding Jelly bag
* Sangrianight Ring
* The Dairy
* Shoelaces
* Bronze Bracelet
* Gold Medallion
* Arrow
* Waterskin

##### Magic Item

* Cloak of the Secluded Garden
* THP bracelet
* Dwarven stone of bread
* Immovable rod
* Hewarts handy spice pouch
* Wand of Secrect
* Bottle of Breath
* Gumbo
* Orcish Gemstone
* Frightening in a bottle
* Incense
* Potion of Thunder Resistance
* Totem of restoration
* Monster Sphere
* Ring of Familiar bond
* Scroll of Hold Person
* Scroll of Amphibilous
* Eggles of Equiping
* Waste of Time

#### Firbolg abilities

* **Firbolg Magic**: Can cast detect magic and disguise self
* **Hidden Step**: As a bonus action, he can magically turn invisible until the start of his next turn or until he attack, make a damage roll, or force someone to make a saving throw. He can use this trait a number of times equal to his proficiency bonus, and he regain all expended uses when you finish a long rest.
* **Speech of Beast and Leaf:** He has the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of his words, though he has no special ability to understand them in return. Mudd has advantage on all Charisma checks he makes to influence them.
* **Ability Scores:** Wis +2; Str +1

#### **Proficiencies**

* **Skills**:
* + **Expertise**: Wisdom
* **Tools**: Herbalism kit

* **Armor:** light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

* **Weapons:** clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

#### **Languages**

* Common
* Druidic
* Elvish
* Giant
* Halfling

## **Class Features and Abilities**

### Spellcasting

Drawing on the divine essence of nature itself, he can cast spells to shape that essence to hiswill

##### **Druid spells**

**1st-level**

**2nd-level**

**3rd-level**

**4th-level**

#### Wild Shape

Mudd can stay in a beast shape for a number of hours equal to half his druid level (rounded down). He then revert to your normal form unless you expend another use of this feature. He can revert to your normal form earlier by using a bonus action on his turn. Heautomatically revert if you fall unconscious, drop to 0 hit points, or die.

While Mudd is transformed, the following rules apply:

* His game statistics are replaced by the statistics of the beast, but he retain his alignment, personality, and Intelligence, Wisdom, and Charisma scores. He also retain all of his skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Mudd and the bonus in its stat block is higher than his, use the creature's bonus instead of jis. If the creature has any legendary or lair actions, he can't use them.
* When Mudd transform, He assume the beast's hit points and Hit Dice. When he revert to his normal form, he return to the number of hit points he had before Mudd transformed. However, if he revert as a result of dropping to 0 hit points, any excess damage carries over to his normal form. For example, if he take 10 damage in animal form and have only 1 hit point left, he revert and take 9 damage. As long as the excess damage doesn't reduce his normal form to 0 hit points, he isn't knocked unconscious.
* He can't cast spells, and his ability to speak or take any action that requires hands is limited to the capabilities of his beast form. Transforming doesn't break his concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that he has already cast.
* He retain the benefit of any features from his class, race, or other source and can use them if the new form is physically capable of doing so. However, He can't use any of your special senses, such as darkvision, unless his new form also has that sense.
* He choose whether his equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. His equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until he leave the form.

###### Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

#### Druid Circle feature

###### Combat Wild Shape

He gain the ability to use Wild Shape on his turn as a bonus action, rather than as an action.

Additionally, while he is transformed by Wild Shape, He can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

###### Circle Forms

The rites of his circle grant hin the ability to transform into more dangerous animal forms. Starting at 2nd level, he can use his Wild Shape to transform into a beast with a challenge rating as high as 1 (he ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, he can transform into a beast with a challenge rating as high as his druid level divided by 3, rounded down.

### Circle of the Moon Beast Shapes

##### Wild Shape Improvement

At 4th,8th,9th, 12th, 15th and 18th level, Mudds Wild Shape improves as shown on the Beast Shapes table.

##### Primal Strike

At 6th level, he gain a feature granted by his Druid Circle.

Starting at 6th level, his attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

##### Elemantel Wild Shape

At 10th level, he gain a feature granted by his Druid Circle feature

At 10th level, he can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

##### Thousand Form

At 14th level, he gain a feature granted by his Druid Circle feature.

By 14th level, he has learned to use magic to alter his physical form in more subtle ways. he can cast the alter self spell at will.

## **Quotations**

* "Dirt's my favorite condiment." - Episode 1: Infinight Interns - Welcome to Boulderay.

## **Trivia**

* In Episode 1: Infinight Interns - Welcome to Boulderay, Mudd alleges he is applying for the internship because his parents are making him.
* Mudd speaks halfling
* He is 29 years old.
* Team name with Bart is "Budd"
* The pink streak in Mudds hair is carried over when he Wild shapes into an animal
* Jon's first natural 20 for Mudd during the Infinight Saga was his initiative roll in the fight with Brink Tussler in Dr. Ahem's final test. Episode 5: Infinight Interns - Taverns, Tomes, & Training
* Frequently carries the team on his back, both literally and figuratively
* The first animal he wildshapes into is a Camel
* Mudd often refrains from drinking alcohol. It's not directly stated why.
* Mudd spent a year away from his home in the BuhBayou.
* Jon stated that he had "no idea" what to make of Mudds backstory. Micah was the one who wrote a chunk of his backstory, and wrote Mudd to have memory issues to make up for his lack of solid backstory.

Art by Luca PeriniArt by reddit user u/madyjustforfunArt by reddit user u/ProfMadScientistArt from A6E64Mudd FamArt from A5E63Art by twitter user @centipededotgovMudd puppet from Stinky Dragon socialsMudds cat transformation from Stinky Dragon socials
1. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-2022-63 End of episode
2. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-2022-9-27
3. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-2021-6-29
4. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-2021-3
5. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-2022-9-27
6. ↑ https://roosterteeth.com/watch/tales-from-the-stinky-dragon-arc-8-tftsd87