Kilttill

Female Orcish Bandit

She is an adult orc with grey eyes, long black hair tied back in a knot, and dark green skin.

Personality Traits: Dull.

Alignment: neutral.

Born: 785 AC (Age 15)

Orientation: Hetrosexual

Home: None

Settlement: Karrgeet's Victory

Mother: Camnint Junior (Deceased)

Father: Glermkarr (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
14 8 10 8 10 9
+2 -1 -1

ACHPPassive
Perception
Speed
10 16 9 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +1 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Skills: Intimidation +2, Sleight of Hand +1, Stealth +1, Deception +2

Abilities:

  • Relentless Endurance. When Kilttill is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Kilttill can't use this feature again until you finish a long rest.
  • Savage Attacks. When Kilttill scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Sneak Attack. Once per turn, Kilttill 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. Kilttill knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Common, Orcish

Inventory

Quantity Value Item Description Weight
1 Crumpled map A crumpled map of a region, now unreadable.
9 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 25 gp 4 sp Extravagant Tourmaline necklace A gilded copper necklace, with a string of 2 small tourmaline gems.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 2 gp 9 sp 2 cp Money Pouch Kilttill's money pouch. It has 2 gp, 8 sp and 12 cp in it. ⁷⁄₁₆ lb.
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.

Download as Fantasy Grounds NPC

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