"Punchin'" Naomi

Female Tiefling Bandit

She is an adult tiefling with white eyes, light-brown hair in a ponytail, and red skin. She has curved horns.

Personality Traits: Dull.

Alignment: neutral.

Born: 753 AC (Age 47)

Orientation: Hetrosexual

Home: None

Settlement: Bandit Camp

Statistics

STRDEXCONWISINTCHR
10 9 11 9 8 13
-1 +1

ACHPPassive
Perception
Speed
11 16 10 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Sleight of Hand +2, Perception +2, Stealth +2

Abilities:

  • Hellish Resistance. Naomi has resistance to fire damage.
  • Sneak Attack. Once per turn, Naomi 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. Naomi knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
  • Infernal Legacy. Naomi knows the cantrip. Charisma is the spellcasting ability for this spell.

Spoken Languages: Common, Infernal

Inventory

Quantity Value Item Description Weight
1 6 gp "The Magic of Herbs: Healing Made Easy" By Doe Green

A book of traditional healing and treatments. Mostly incorrect.
5 lbs.
1 10 gp "The Ploughman and The Gods" By Jonathan Temple

A popular work of religious significance, in which a fictional farm worker debates death with each of the gods. Remarkable in that none of the major faiths dispute how their favored god is portrayed.
5 lbs.
6 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 Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 4 gp 8 sp 2 cp Money Pouch Naomi's money pouch. It has 4 gp, 8 sp and 2 cp in it. ΒΌ lb.
4 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.

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