Zetle
Zetle
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Weapon Attack
When On his turn
Zetle makes one melee or ranged weapon attack using an appropriate weapon.
- Grovel, Cower, and BegKoboldAs an action, Zetle can distract nearby enemies. Until the end of his next turn, his allies gain advantage on attack rolls against enemies within 10 feet of him that can see him.
Always on
- Sneak Attack
When When hitting with a finesse or ranged weapon under the required conditions
Zetle deals an extra 1d6 damage once per turn when the Sneak Attack conditions are met.
- ExpertiseLevel 1
Zetle can add his proficiency bonus twice to checks made with two chosen proficiencies, Stealth and thieves' tools. He cannot choose the same proficiency twice.
- Sneak Attack, 1d6Level 1
Once per turn, Zetle deals an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll, or if another enemy of the target is within 5 feet of it, provided he does not have disadvantage. The attack must use a finesse or ranged weapon.
- Thieves' CantLevel 1
Zetle knows the secret code language of rogues. He can communicate hidden messages through an apparently normal conversation, and recognize similar messages from others who know Thieves' Cant.
- DarkvisionKoboldZetle can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldZetle has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldZetle has disadvantage on attack rolls and on Wisdom, Perception checks that rely on sight when he, the target of his attack, or what he is trying to perceive is in direct sunlight.
- Draconic LanguageKoboldZetle can speak, read, and write Draconic.
- Small SizeKoboldZetle is a Small humanoid.
- City SecretsUrchin
Zetle knows the secret patterns, shortcuts, alleys, and hidden passages of the city where he grew up. When traveling through an urban area, he and companions can move through the city twice as fast as usual when not in combat.
Gear
11 itemsWeapons
- RapierA finely balanced finesse weapon, slightly too large for Zetle but useful for dramatic flourishes.
- Shortbow and arrowsA compact ranged weapon with a quiver containing 20 arrows.
- 2×DaggerSmall backup blades hidden in Zetle's boots and belt.
Armor
- Leather armorLight protective armor assembled from scavenged leather panels.
Tools
- Thieves' toolsA set of picks, tension wires, clamps, and other tools for opening locks and disabling traps.
- Small knifeA small knife, useful for cutting food, rope, or purses.
Gear
- Burglar's packA worn pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Map of the cityA battered map of the city, marked with secret routes and forgotten access points.
- Pet mouseA nervous but loyal mouse that Zetle rescued from a trap.
- Common clothesA mismatched set of ordinary clothing used to disappear into crowds.
Purse
- Pouch of goldLoose coins collected from odd jobs, thefts, and questionable favors.
Appearance
Zetle is a wiry, rust-red kobold with soot-dark scales along his snout, bright yellow eyes, and one chipped horn. He is small even by kobold standards, but carries himself with theatrical menace. His leather armor is patched together from stolen scraps and painted with crude black claw marks. A long cloak, oversized hood, and carefully arranged bundles of cloth conceal Sadro, the kobold perched on his shoulders, and Arbo, the kobold hidden beneath him. When Zetle needs a free hand for mischief, one of his companions emerges from the disguise while Zetle pretends to be a strangely animated pile of clothing.
Mannerisms
Zetle constantly glances upward to check whether Sadro is still balanced and downward to make sure Arbo has not wandered off. He clicks his teeth when thinking, hisses at locked doors, and gives every plan a grandiose name. During arguments, he points dramatically with his rapier while Sadro whispers corrections and Arbo tugs at his ankles.
Personality
Zetle is a spiteful little hellion with a talent for theatrical insults, suspicious bargains, and escaping through spaces no sensible creature would attempt. He loudly claims to despise society, yet watches crowded streets with fascination and secretly envies people who belong somewhere. Sadro standing on his shoulders and Arbo hidden below him keep his worst impulses in check, though Zetle occasionally extends an arm from their disguise to steal something, wave at a magistrate, or slap a passing noble.
Ideals
Freedom. No creature should have to beg permission to survive. Laws are mostly cages built by people who already have everything they need.
Bonds
Sadro and Arbo are his family. Zetle would risk almost anything to keep them fed, free, and together. He also keeps a stolen brass key taken from the guildmaster who betrayed him, hoping one day to use it against the guild's most secure vault.
Flaws
Zetle assumes kindness is either a trick or an investment. He cannot resist petty revenge, even when it is strategically foolish, and he often mistakes being loud and insulting for being intimidating. When frightened, he becomes more reckless rather than admitting fear.
Quirks
Background
Zetle arrived in the great city with grand plans, a stolen sack of turnips, and the firm belief that civilization rewarded clever creatures. The city disagreed. He was cheated by merchants, chased from respectable lodging, and eventually recruited by a gang that valued his small size more than his well-being. He learned to sleep beneath market stalls, lift purses without being noticed, and vanish through drainage tunnels before angry victims could identify him. His first real companions were Sadro and Arbo, two fellow kobolds who helped him survive after a disastrous burglary left all three of them wanted by the same cruel guildmaster. The trio developed their famous disguise out of desperation. Zetle wears the outer cloak, Sadro rides on his shoulders and supplies the tall silhouette, while Arbo crouches beneath the layered fabric and moves their shared feet when Zetle needs to reach somewhere impossible. Together they became a single, shambling figure known in the poorer districts as the Three-Legged Rat. Zetle insists he is the leader, although Sadro's steady judgment and Arbo's practical caution regularly prevent him from making catastrophically stupid decisions. He now works as a rogue, thief, courier, and occasional nuisance, seeking coin, revenge against the city's comfortable elite, and any opportunity to remind society that it created the problem it fears.
“He was cheated by merchants, chased from respectable lodging, and eventually recruited by a gang that valued his small size more than his well-being.”
- Background
- Urchin
Connections
Species
Kobold
Media
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