Skrizk Bortzuri
Skrizk Bortzuri
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresAction
- Grovel, Cower, and BegKoboldAs an action on your turn, you can distract nearby enemies. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you cannot use it again until you finish a short or long rest.
Bonus action
- Reagent-Focused Martial Arts
When When taking the Attack action with an unarmed strike or monk weapon.
Make an unarmed strike or attack with a monk weapon using Dexterity for the attack and damage rolls. After taking the Attack action with an unarmed strike or monk weapon, make one unarmed strike as a bonus action.
- Martial ArtsLevel 1
Your practice of martial arts grants proficiency with unarmed strikes and monk weapons. You can use Dexterity instead of Strength for attacks and damage with unarmed strikes and monk weapons. When you use the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a bonus action. Your unarmed strike deals 1d4 bludgeoning damage.
Always on
- Catalytic Follow-Up
When After attacking with an unarmed strike or monk weapon.
A fast kick, elbow, headbutt, or flask-assisted strike delivered after the main attack.
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. At this level, your AC is 11.
- DarkvisionKoboldYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldYou have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Kobold Ability Score IncreaseKoboldYour Dexterity score increases by 2, and your Strength score decreases by 2.
- SmallKoboldKobolds are Small creatures.
- SpeedKoboldYour walking speed is 30 feet.
- Guild MembershipGuild Artisan
You are a member of an alchemists' guild. Fellow guild members provide lodging and meals when necessary, and they will support you in legal disputes or professional matters when they can. You know how to find guild contacts in settlements and can secure modest assistance through your professional network.
Gear
7 itemsWeapons
- ShortswordA short, balanced blade used for cutting reagent cords and close-quarters defense. It is a monk weapon.
- 10×DartsSmall balanced throwing darts, each marked with a different reagent symbol.
Tools
- Alchemist's SuppliesComplete alchemist's supplies, including glassware, burners, tongs, powders, oils, and a portable mortar.
Gear
- Dungeoneer's PackA compact pack containing bedroll, mess kit, tinderbox, waterskin, rope, and other travel necessities.
- Traveler's ClothesPlain travel clothing reinforced at the knees and elbows, with numerous hidden loops for vials.
- Letter of IntroductionA sealed letter of introduction from the Red Sump Alchemists' Guild, now heavily annotated with corrections and warnings.
Purse
- 15×Gold PiecesLoose coin saved from contract work and small laboratory commissions.
Appearance
Skrizk is a compact kobold with rust-red scales, a pale throat, broad triangular ears, and bright amber eyes usually narrowed against harsh light. He wears a stained leather apron over travel-worn monk's wraps, with dozens of tiny glass vials secured in padded loops across his chest. A brass-bound reagent case hangs from his left hip, its latch polished bright by constant use while the rest of the case is scarred, clouded, and flecked with old chemical residue. He moves with unnerving stillness when observing a reaction, then bursts into precise, darting motions when danger appears. His left foot always lands first, as if testing the ground for instability.
Mannerisms
Skrizk counts his breaths in groups of four before acting and taps the neck of each vial twice before opening it. When someone makes a vague claim, he tilts his head and quietly asks, "By what measurement?"
Personality
Skrizk is intensely observant, methodical, and unexpectedly courteous. He treats combatants, cauldrons, and conversations as systems that can be studied if given enough time. He is happiest around controlled danger and becomes visibly distressed when people improvise without labeling their assumptions. Despite his clinical habits, he has a dry, practical humor and will quietly perform ridiculous acts of bravery if doing so protects a useful sample or an endangered colleague.
Ideals
Precision. Every disaster contains a lesson, and every lesson deserves to be recorded accurately, even when the truth is humiliating.
Bonds
The coded ledger containing Batch Nine is the most important thing I own. I will risk almost anything to recover the missing page torn from it during my exile.
Flaws
I cannot leave a failed experiment alone. If something goes wrong, I keep changing variables long after a sensible person would run.
Quirks
Background
Skrizk was raised among the copper kettles and sulfur pits of the Red Sump Alchemists' Guild, where kobolds were valued for their patience, sharp hearing, and willingness to work in places other apprentices considered unsafe. He never received formal monastic training. Instead, he discovered his own version of ki discipline while balancing unstable reagents over open flame. Years of controlling his breathing, steadying his wrists, and moving at exactly the right instant taught him that concentration could be weaponized. To Skrizk, a guarded stance is simply a sealed flask, a sudden strike is a triggered reaction, and every battle is a procedure with a narrow margin for error. His career ended with the Batch Nine incident. Skrizk believed he had isolated a universal solvent, an elixir capable of separating poison from medicine, metal from ore, and perhaps even illness from flesh. The mixture did not explode so much as reverse the room's chemistry. Glass softened, iron bloomed into orange crystals, and three guild vats became humming clouds of colored vapor. No one died, but the guild's laboratory was ruined and Skrizk was exiled before he could complete his notes. He now travels with a coded ledger containing every failed batch, convinced that the accident was not a failure but an incomplete proof. He fights to fund his experiments, recover lost reagents, and eventually produce the perfect elixir without destroying the next laboratory.
“Instead, he discovered his own version of ki discipline while balancing unstable reagents over open flame.”
- Background
- Guild Artisan
Connections
Species
Kobold
Media
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