Dorser

Female Koboldian Confidence Trickster

She is an adult kobold with orange eyes and dark-blue scales.

Personality Traits: Tense, Evasive, Serious.

Alignment: neutral evil.

She is a follower of Vastra. (NE)

Born: 780 AC (Age 20)

Orientation: Hetrosexual

Home: None

Settlement: Derturn's Place

Mother: Turnpar

Father: Starnkill

Siblings

Statistics

STRDEXCONWISINTCHR
11 13 8 9 10 11
+1 -1

ACHPPassive
Perception
Speed
11 5 10 30 ft.

Alignment: neutral evil

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.
  • Darts (Gaming set). Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Sleight of Hand +3, Deception +2, Perception +2

Abilities:

  • Sunlight Sensitivity. While in sunlight, Dorser has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. Dorser 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, Dorser 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. Dorser 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 15 gp Clothes, fine 6 lbs.
2 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 8 sp Darts (Gaming set) A Simple Ranged weapon. 1 piercing damage. Range: 20/60. (Thrown: 20/60.) Properties: Finesse, Thrown
(The darts are to be used with a dartboard, and don't deal much damage as a weapon.)

A cork dartboard and 6 darts. The dartboard is marked with scoring zones. It's pretty old and beat up, and pocked by many games. The darts are old and worn, but still fly true.
10 lbs.
1 25 gp Disguise Kit This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. 3 lbs.
1 15 gp Forgery Kit This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. 5 lbs.
1 5 sp Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 1 lb.
1 6 gp 4 sp Money Pouch Dorser's money pouch. It has 6 gp, 2 sp and 20 cp in it. ½ lb.
2 Rusty nail A rusty old nail.
1 1 gp Sickle A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk 2 lbs.

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