"Wrestlin'" Johnson
Male Koboldian Bandit
He is an adult kobold with one gold eye (his left is white and discolored) and chalky white scales.
Personality Traits: Introverted, Mean, Evasive.
Alignment: neutral.
Born: 743 AC (Age 57)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 7 | 12 | 10 | 10 | 11 | 10 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 10 | 30 ft. |
Alignment: neutral
Size: Small
Senses: Darkvision
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Sleight of Hand +3, Perception +2, Acrobatics +3
Abilities:
- Sunlight Sensitivity. While in sunlight, Johnson has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Pack Tactics. Johnson has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of them and the ally isn't incapacitated.
- Sneak Attack. Once per turn, Johnson can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Johnson knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Kobold
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 6 cp | Copper horn chain | A copper linked chain, made to be worn from a horn. | |
| 7 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 5 gp | Emblem | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 4 gp 9 sp | Money Pouch | Johnson's money pouch. It has 3 gp, 17 sp and 20 cp in it. | ¾ lb. |
| 3 | Rusty nail | A rusty old nail. | ||
| 1 | 25 gp | Thieves' tools | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. | 1 lb. |