Narnyit
Male Koboldian Bandit
He is an adult kobold with yellow eyes and tan scales.
Personality Traits: Secretive, Personable.
Alignment: neutral.
Born: 767 AC (Age 33)
Orientation: Hetrosexual
Home: None
Settlement: Hurkgorham
Mother: Narnjerg
Father: Lolbot
Siblings
- Gloorrit Junior - age 40 ♂
- Yittav - age 31 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 12 | 12 | 10 | 8 | 12 |
| +1 | +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 18 | 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.
- Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +2 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, Narnyit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Pack Tactics. Narnyit 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, Narnyit 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. Narnyit 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 | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 3 sp | A solid gilded copper arm ring | common | A chorded gilded copper band, worn around the upper arm. | |
| 1 | 25 gp 7 cp | Amethyst pewter chain bracelet | uncommon | A short chain of tiny pewter links, with a medium amethyst attached. | |
| 8 | 2 gp | Dagger | common | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 5 gp | Lantern, hooded | common | A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. | 2 lbs. |
| 1 | 10 gp | Leather | common | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 4 gp 9 sp 4 cp | Money Pouch | common | Narnyit's money pouch. It has 4 gp, 8 sp and 14 cp in it. | ½ lb. |
| 1 | Rotten apple | common | A rotten apple. | ||
| 1 | 1 gp | Sickle | common | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 25 gp | Thieves' tools | common | 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. |