Malerd Duck

Level 1 Duckfolk (Custom Species) Monk

Available with DM subscription
STR
10
DEX
17 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
12 (+1)

Defense

Armor Class 13 (Unarmored Defense (Monk): 10 + Dexterity (3) + Wisdom (3))
Hit Points 10 (1d8 + 2 +2)
Speed 30 ft., swim 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws Strength, Dexterity
Skills Insight +5, Stealth +5, Acrobatics +5, Sleight of hand +5

Features

The Wizard's Curse (Duck-Man Transformation)

custom Level 1
special

Quilliam was once an ordinary man, until an offended hedge-wizard cursed him into the body of a duck with a man's cunning. This curse is the source of his species traits (Small Waterfowl, Feathered Glide, Never Drowns, Beak Strike). It is purely narrative at level 1, but the GM may introduce story hooks: the wizard who cursed him still lives, the curse may deepen or be broken, and certain Detect Magic or curse-removal effects may interact with it unpredictably.

Martial Arts

class Level 1

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Monk weapons. You can roll a d6 in place of the normal damage of your unarmed strike or Monk weapon. When you take the Attack action, you can make one unarmed strike as a Bonus Action.

Beak Strike

species Level 1
at will

Your hardened beak is a natural weapon. When you hit with it, it deals 1d4 Piercing damage. This natural weapon has the Finesse and Light properties. Because it is a natural weapon you are proficient with, it counts as a Monk weapon for your Martial Arts feature, allowing you to use Dexterity and your Martial Arts damage die with it.

Alert

background feat Level 1

Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Feathered Glide

species Level 1

You cannot truly fly, but you can glide. When you fall and are not Incapacitated, you can extend your wings to glide: you descend 60 feet horizontally for every 60 feet you fall, you take no Falling Damage while gliding, and you land on your feet. You cannot gain altitude while gliding.

Never Drowns

species Level 1

Your body is built for the water. You can breathe water as easily as air and are incapable of drowning. You are also naturally buoyant and suffer no penalty to swim checks (you are always considered proficient in situations requiring swimming).

Small Waterfowl

species Level 1

You are a Small Humanoid (Birdkin). Your size is Small, and your height is around 3 feet. You have a swimming speed of 30 feet and a climbing speed of 30 feet, reflecting your webbed feet and nimble claws.

Unarmored Defense

class Level 1

While you are wearing no armor and wielding no shield, your AC equals 10 plus your Dexterity modifier plus your Wisdom modifier.

Behind the character

Character Information

Quilliam Marshpaddle is a three-foot-tall anthropomorphic duck with the cunning of a man and the body of a waterfowl, a living testament to one hedge-wizard's petty spite and one man's refusal to let it break him. His glossy brown-and-white plumage is always somewhat damp-looking, no matter how dry the weather, and his bright orange bill carries a small nick near the tip from a tavern brawl he insists he won.

His amber eyes are sharp, restless, and quick to narrow in suspicion—qualities that served him well in his former life and serve him better in this one. He stands upright on wide webbed feet, wings folded across a lean, wiry torso like a traveler's cloak, and he moves with a rolling, deliberate gait that hides surprising speed.

Quilliam dresses in a patched dark-green traveler's tunic with an oversized hood, a frayed rope belt, and a battered satchel slung across his chest. A pair of stolen lockpicks peek from a fold of cloth at his hip, kept out of habit as much as necessity. Despite his small stature, he carries himself with a defiant, almost combative confidence, planting his feet wide in a martial stance whenever he senses trouble.

His personality blends streetwise pragmatism with an unexpectedly disciplined spirit. Years of criminal life taught him to read people, move quietly, and strike fast; his monastic training since the curse has given those instincts structure and purpose. He is Chaotic Good at heart—distrustful of authority, loyal to the few who have earned it, and incapable of watching the small and helpless get bullied. He is bitter about his transformation but has channeled that bitterness into mastery of his strange new body, turning a duck's frame into a weapon: a hardened beak, gliding wings, and a swimmer's grace. He dreams, quietly and obsessively, of finding the wizard who cursed him.

Before the adventure

Character Background

Malerd was a normal duck. He hatched from an egg, followed his mother, and did duck things. One day though, a clumsy wizard cursed him with the ability to be as a man, but he was still a duck. He towers over other ducks at 3 feet. He can talk to other waterfowl, and he learned common from the wizard. He is on adventures that no duck has ever seen before now. QUACK!

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