Barnaby 'Bellows' Underhill, a Stout Halfling Ranger — D&D 5e NPC portrait
#0217

Barnaby 'Bellows' Underhill

"The Concrete Jungle Ghost"

Stout Halfling Ranger (Hunter) LN Lvl 5 City Watch (Investigator)

Male (He/Him) · Elderly, 114 years

Ability Scores

STR
10
+0
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
12
+1

Combat

Armor Class
16
Weathered Breastplate
Hit Points
44
Hit Dice: 5d10
Initiative
+3
Speed
25 ft.
Proficiency
+3
Passive Perception
15

Attacks

Miniature Hand-Crossbow+61d6 + 3 piercing
Shortsword (Watch Issue)+61d6 + 3 piercing

Personality

Personality

Treats every social interaction like a tense interrogation. He 'tactically' rolls into rooms to hide his limp, often knocking over small furniture with a grunt of 'Clear!' He hums the City Watch anthem while examining spilled ale for 'subversive patterns.'

Ideal

Justice. The law doesn't retire just because your joints do.

Bond

The city's cobblestones. He knows every crack and loose brick in the merchant district.

Flaw

His pride won't let him ask for help, even when he's stuck in a tactical roll.

Backstory

Barnaby wasn't just a Watchman; he was the man you called when a Mimic disguised itself as the Mayor's favorite divan. For forty years, he patrolled the 'Concrete Jungle,' the labyrinthine sewers and vertical slums where even the rats carry knives. He earned the name 'Bellows' not for forge-work, but for a voice that could halt a stampeding minotaur in a crowded market. He saw things that would turn a younger halfling's hair white: wererat syndicates in the foundation-stones and grell-nests in the clocktower rafters.

Then came the 'Golden Handshake'—forced retirement. Now, the streets he once bled for feel too quiet. His knees pop like dry kindling, and the City Watch gave his beat to a half-orc half his age who couldn't track a bleeding giant through a snowstorm. But Barnaby knows the city is still teeth and claws. He spends his nights in the damp shadows of the docks, treating every discarded chicken bone like a high-stakes clue. He isn't just an old man in a knitted sweater; he’s a hunter waiting for the city to scream again so he can prove he's still the king of the cobbles.

Abilities & Actions

Tactical Tumble (3/Day)

As a bonus action, Barnaby can move up to 10 feet without provoking opportunity attacks. He must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone at the end of the movement as his knees 'betray' him. If he succeeds, he gains a +2 bonus to AC until the start of his next turn.

The Bellows' Roar (Recharge 5-6)

Barnaby unleashes a thunderous command. Each hostile creature within 15 feet that can hear him must succeed on a DC 13 Wisdom saving throw or be Frightened of him until the end of his next turn. If the target is an Urban creature (rat, mimic, thief), it has disadvantage on the save.

Concrete Jungle Tracker

Barnaby has advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track or identify creatures within an urban environment. He can determine the exact number and type of creatures that passed through a city street within the last 24 hours by tasting the dust.

Point Blank 'Retirement' Bolt

Barnaby makes two attacks with his signature miniature hand-crossbow. If he hits a creature within 10 feet, the target takes an extra 1d6 piercing damage as he exploits a 'rookie mistake' in their stance.

DM Notes

Barnaby speaks in a gravelly, noir-detective rasp that occasionally breaks into a high-pitched halfling squeak when he gets excited. He constantly touches his mustache to ensure it's level. He will never admit he is retired; he claims he is on 'deep-cover long-term reconnaissance.' He reacts to players by checking their boots for 'sewer muck' or 'contraband soil.'