Kor

Male Koboldian Adventurer

He is an adult kobold with one yellow eye (his left is covered by an eye-patch) and orange-brown scales.

Personality Traits: Upbeat, Daring, Unperturbed.

Alignment: lawful good.

He is a follower of Solina. (LG)

Born: 772 AC (Age 28)

Orientation: Hetrosexual

Home: None

Settlement: Ortort's Rest

Mother: Oggleort Junior

Father: Largkilt

Siblings

Lore

2 years ago, Kor lead an uprising at Ortort's Rest. The then leader of the colony had made a deal with a nearby warlord to provide kobold troops as fodder for his army, in exchange for gold and gemstones. After a great many kobolds were lost in pointless squabbles, Kor took action. Donning the armour and weapons of a fallen adventurer, he lead a small squadron of rebel troops to victory in a insurrection.

After executing the king for his crimes, Kor was offered position of colony leader. However he declined. Preferring instead to travel Ataland as an adventurer. By protecting the weak and fighting those seeking to exploit them, Kor hopes to change the outsider perception of kobolds.

Kor is used to being mistaken for a raider. If he is encountered outside of a settlement, he will loudly declare his friendliness and good intent.

Kor is willing to fight for his causes, but abhors unnecessary death. Preferring to incapacitate or capture his foes without killing them. When fighting alongside others he will insist that they do the same. Characters that routinely kill are likely to fall out of favour with Kor quickly.

Adventures

  • Goblin Problem: The Goblins have started raiding again, and the local villagers have had enough.
  • Kor the adventurer: Kor wants to join the local Adventurer's Guild.

Statistics

STRDEXCONWISINTCHR
19 13 14 11 11 16
+4 +1 +2 +3

ACHPPassive
Perception
Speed
18 59 10 30 ft.

Alignment: lawful good

Size: Small

Senses: Darkvision

Actions:

  • Holy Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.
  • Crossbow, light. Ranged Weapon Attack: +5 to hit, range 80 / 320 ft., one target. Hit: 1d8 piercing damage.
  • Unarmed Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Abilities:

  • Sunlight Sensitivity. While in sunlight, Kor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. Kor 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.
  • Multiattack. Kor makes two melee attacks.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, Kor can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand. A creature can benefit from only one Leadership die at a time. This effect ends if Kor is incapacitated.
  • Spellcasting. Kor is a spellcaster. His spellcasting ability is chr (spell save DC 15, +7 to hit with spell attacks).

Spells Known:

  • 1st-level (4 slots):
  • 2nd-level (2 slots):

Spoken Languages: Common, Kobold

Inventory

Quantity Value Item Rarity Description Weight
1 25 gp Crossbow, light common A Simple Ranged weapon. 1d8 piercing damage. Range: 80/320. Properties: Ammunition, Loading, Two-Handed 5 lbs.
1 2,270 gp Holy Shortsword legendary Requires attunement by a paladin.

A Martial Melee weapon. 1d6 + 3 piercing damage. Range: 5. Properties: Finesse, Light, Monk, Magic

You have a +3 bonus to your attack and damage when wielding this Shortsword.
When you hit a fiend or an undead with this weapon, that creature takes an extra 2d10 radiant damage.
While you hold the Shortsword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
2 lbs.
1 3 gp 8 sp 8 cp Money Pouch common Kor's money pouch. It has 2 gp, 18 sp and 8 cp in it. ½ lb.
1 1,500 gp Plate common Heavy armour. Base AC: 18. Requires Str 15 to wear. Gives disadvantage to stealth checks. 65 lbs.
1 10 gp Shield common Wielding a shield gives +2 to AC, if you are proficient with shields. 6 lbs.

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