Narbur Alearm
Female Dwarven Bandit
She is an adult dwarf with amber eyes, long tied back strawberry hair, a long beard, and light pink skin.
Personality Traits: Mean.
Alignment: neutral.
Born: 608 AC (Age 192)
Orientation: Hetrosexual
Home: None
Settlement: Rhyolitedeep
Mother: Kidarvi Alearm (Deceased)
Father: Dáiáin Alearm (Deceased)
Siblings
- Bodori Alearm - age 240 ♀
- Naris Alearm - age 229 ♂
- Bofarvi Copperforger - age 212 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 9 | 12 | 11 | 10 | 12 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 20 | 10 | 25 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, Deception +3
Abilities:
- Dwarven Resilience. Narbur has advantage on saving throws against poison, and they have resistance against poison damage.
- Sneak Attack. Once per turn, Narbur 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. Narbur knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Dwarvish, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Chewed gum | A piece of chewed gum. | ||
| 7 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 4 gp 3 sp 3 cp | Money Pouch | Narbur's money pouch. It has 2 gp, 21 sp and 23 cp in it. | ⅞ lb. |
| 1 | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. | |
| 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. |