Narmut Junior
Female Orcish Bandit
She is an adult orc with one grey eye (her left is covered by an eye-patch), black hair in a bun, and dark green skin.
Personality Traits: Tense, Serious, Personable.
Alignment: neutral.
Born: 774 AC (Age 26)
Orientation: Homosexual
Home: None
Settlement: Hurkluttville
Mother: Tutval (Deceased)
Father: Didkim (Deceased)
Siblings
- Camferg Junior - age 30 ♂
- Abkor - age 29 ♂
- Marnarn Woodward - age 25 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 14 | 10 | 10 | 9 | 10 | 9 |
| +2 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 16 | 10 | 30 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: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
Skills: Intimidation +2, Sleight of Hand +2, Deception +2, Stealth +2
Abilities:
- Relentless Endurance. When Narmut is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Narmut can't use this feature again until you finish a long rest.
- Savage Attacks. When Narmut 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, Narmut 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. Narmut 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 | 10 gp | "Advanced Weaving" |
By Emeldida Eledhwen Pearson A compilation of some very complex weaving patterns. To the layman, the techniques presented may as well be magical, and even an accomplished weaver may have difficulty with some of the patterns. |
5 lbs. |
| 1 | 8 gp | "Built To Last" (Dog-eared) |
By Thóni Eagertunnel Architectural treatise focused on stone and metalwork methods used in dwarven construction. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 10 gp | "Identifying Stonework" |
By Thóni Eagertunnel A guidebook on the identification of dwarven stone works. The book is broken down by era and faction. It concludes with a short chapter on lost Theyrusen works. |
5 lbs. |
| 1 | 10 gp | "The Chef's Manual of Spices" |
By Chef Gorman A complete guide on the usage of spices in cooking. Which spices for which dishes, how much, and when. The cover bears the quote, "Spices aren't a blunt instrument." |
5 lbs. |
| 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 9 cp | Money Pouch | Narmut's money pouch. It has 1 gp, 29 sp and 19 cp in it. | 1 lb. |
| 1 | Pouch of thyme | A small pouch containing dried thyme. It has lost its potency. | ||
| 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. |