Isolde Amero Ballussia
Isolde Amero Ballussia, born 8144 in Zel City, is the only daughter of Panta Amero Ballussia and Droggo Marie Zalucchio; she is a halfling. Sharing her home with five older brothers, she grew up tough and quick, earning a living as cutpurse and pickpocket by the time she was ten. On her twelfth birthday, she was formally invited to join the Gentleman's Association of Acquisitions (Female Department), which was the beggars' and thieves' branch of Zeland's vast criminal underworld. She would be permitted to operate under supervision of her mother, one of the more powerful guildmasters, feared and respected as the "Mamacita of Zel."
For the next six years she worked primarily as a gutter runner, specialising in the infiltration of rival groups and, when absolutely necessary, assassinating the enemies of the guild. Isolde took neither pride nor pleasure in this bloody work, for all that it paid well. In 8165, seeking revenge for a disastrous dispatching into Kelerak she had barely prevented from becoming a suicide mission, she engineered a civil war among her former colleagues. As she planned, her own family and their closest allies stayed out of it, until their drow counterparts in Orland stepped in to take over the imploding criminal empire.
Either in ignorance or indifference, the Orlanders appointed the Ballussias as their overseers in the country, then paid no more attention so long as regular and hefty tribute kept flowing into their coffers. Isolde left Zel City shortly thereafter, taking up the harsh and very un-halfling life of adventuring in an attempt to make her fortune and secure her family's future in these troubled times. She has not had as much luck in getting rich as she has in nearly getting killed, but she remains secretly optimistic. For all the terrors she has faced thus far, what Isolde truly fears most is returning home one day, laden with gold and treasures, and finding herself disowned by her family for not being a 'proper halfling'.
Isolde speaks Kelevan fluently, in addition to her native tongue, Kingdom Common. She's a brunette and very typically Hairfoot in every way. She's been known to say, "Yes, I am a walking stereotype. Makes it easy for enemies to overlook me. Friends too, sometimes."
For Isolde's exploits, see "The Mists of Daven."
Medium humanoid (halfling), neutral
Armor Class 15 (leather)
Hit Points 70 (12d8 + 16)
Speed 25 ft.
STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 15 (+2) WIS 10 (+0) CHR 14 (+2)
Saving Throws Dexterity +8, Intelligence +6
Skills Deception +6, Investigation +7, Perception +4, Sleight of Hand +8, Stealth +8
Senses passive Perception 14
Languages Kelevan, Kingdom Common
Challenge 6 (2,300 XP)
Lucky.When Isolde rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
Brave. Isolde has advantage on saving throws against being frightened.
Nimble and stealthy. Isolde can move through the space of any creature that is a size larger than her and she can attempt to hide when she is obscured only by a creature that is one size larger than her.
Cunning Movement. On each of her turns, Isolde can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. When Isolde is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Climber. Isolde can climb at her normal speed. When she makes a running jump, she adds an additional 4 feet to her distance.
Sneak Attack. Once per turn, Isolde deals an extra 18 (6d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Isolde's that isn’t incapacitated and Isolde doesn’t have disadvantage on the attack roll.
Multiattack. Isolde makes two melee or two ranged attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60, one target. Hit: 6 (1d4 + 4) piercing damage.
Possessions: 6 daggers, leather armor