Muruq
Muruq
Sheet
AC 18 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Divine SenseLevel 1
As an action, you can open your awareness to detect strong evil until the end of your next turn. You know the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, and you know the type of any being whose presence you sense. You can also detect the presence of any consecrated or desecrated place or object within the same radius. You can use this feature a number of times equal to 1 plus your Charisma modifier, minimum once, and regain all uses after a long rest.
- Lay on HandsLevel 1
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level multiplied by 5. As an action, you can touch a creature and draw power from the pool to restore hit points, up to the maximum remaining in the pool. Alternatively, you can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison. This feature has no effect on constructs or undead.
- Grovel, Cower, and BegKoboldAs an action, 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 used, this trait cannot be used again until you finish a short or long rest.
Always on
- Ability Score IncreaseKoboldDexterity increases by 2, Strength decreases by 2.
- DarkvisionKoboldYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot distinguish 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 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.
- Military RankSoldier
He retains the respect of soldiers who recognize his rank and military experience, and he can usually find a place to stay or basic support among military organizations and loyal comrades.
Gear
10 itemsWeapons
- LongswordA versatile martial weapon used with one hand while carrying a shield.
- 5×JavelinSimple ranged weapons suitable for throwing, each dealing 1d6 piercing damage.
Armor
- Chain mailHeavy armor made of interlocking metal rings, providing AC 16. It imposes disadvantage on Dexterity checks made to sneak.
- ShieldA shield bearing Muruq's painted battle marks, granting a +2 bonus to AC.
Tools
- Gaming setA set used for dice games and camp wagers.
Gear
- Priest's packIncludes a backpack, ten torches, a tinderbox, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Insignia of rankA small metal badge showing the insignia of the mercenary company that trained him.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, kept as a reminder that larger foes can still be beaten.
- Common clothesPlain clothing suitable for travel and camp life.
Purse
- 10×Gold piecesStarting currency from his military service and personal savings.
Appearance
A small, broad-shouldered kobold with rust-red scales, a cream-colored muzzle, and large amber eyes. His left ear is notched from an old battlefield accident, and a faded blue cloth is tied around his neck beneath his battered chain mail. He carries himself with surprising discipline, though his oversized shield is patched with leather and painted with little circles that mark battles, friends, and debts.
Mannerisms
Muruq stands at attention whenever someone gives an order, then visibly relaxes once he decides whether the order deserves obedience. He taps two claws against his shield while thinking and lowers his voice to a conspiratorial whisper when discussing anything he considers tactically important.
Personality
Muruq is alert, practical, and unexpectedly gentle with the frightened. He prefers clear plans, useful tools, and people who keep their promises. He speaks plainly, dislikes ceremonial authority, and treats boasts as invitations to test someone's competence. Around trusted companions, he becomes dryly funny and enjoys camp games, especially when he can win through patience rather than luck.
Ideals
Immediate mercy. If someone is in danger, hesitation is a choice to let the danger continue. Rules matter only when they serve the living rather than protect the powerful.
Bonds
The kobold warren that raised him is still hidden beneath the old hill fort, and he sends part of every reward home. He also carries the captain's weather-stained recommendation, determined to make its reluctant praise come true.
Flaws
He is quick to challenge anyone who treats kobolds, servants, or prisoners as disposable. His temper often outruns his judgment, and he sometimes mistakes a reckless gesture for proof of courage. He also hates admitting fear, so he may charge into danger simply to avoid looking small.
Quirks
Background
Muruq was hatched beneath a ruined hill fort where his kobold warren survived by scavenging the remains of old campaigns. He learned early that soldiers left behind useful things, but he also learned that frightened troops sometimes destroyed anything smaller than themselves. When a mercenary company attacked the warren, Muruq did not flee. He led a handful of young kobolds through a drainage culvert, opened the fort gates from within, and saved the survivors. The company captain, impressed by his nerve and oddly precise commands, took him in as a camp runner. Muruq spent several years carrying messages, tending wounded soldiers, and learning the practical habits of war. He was never a shining example of heroic virtue, and he has little patience for grand speeches about honor. Still, he believes that strength should be used to protect the helpless, especially those everyone else considers expendable. After refusing an order to abandon injured camp followers, he was stripped of his formal post and sent away with his armor, shield, and a recommendation written in a grudging hand. Now he travels as a paladin, following a personal code of immediate action rather than any temple hierarchy. He wants to prove that courage is not measured by size, pedigree, or the approval of commanders.
“When a mercenary company attacked the warren, Muruq did not flee.”
- Background
- Soldier
Connections
Species
Kobold
Media
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