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Kargut Tazgek - AI-generated fantasy Character

Kargut Tazgek

Dragonborn, Black Ancestry · Fighter · Level 1 · Criminal

Kargut Tazgek

Kargut is suspicious, dryly funny, and intensely practical.
AC18
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 11 · 30 ft.
AlignmentNeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
One gaming set, dice

Languages

Common,
Draconic

Features

10 features

Action

  • Breath WeaponDragonborn, Black AncestryAs an action, exhale acid in a 5 by 30 foot line. Creatures in the area make a DC 11 Dexterity saving throw, taking 2d6 acid damage on a failure, or half damage on a success. Once used, it cannot be used again until a short or long rest.

Bonus action

  • Second WindLevel 1

    When On his turn when wounded, once per short or long rest

    Kargut regains 1d10 + 1 hit points as a bonus action.

Always on

  • Longsword Strike

    When On his turn when within melee range

    Kargut uses his longsword to make a melee weapon attack, adding +5 to hit and dealing 1d8 + 3 slashing damage on a hit, or 1d10 + 3 when used with two hands.

  • Light Crossbow Shot

    When On his turn when he has line of sight and ammunition

    Kargut fires his light crossbow, adding +4 to hit and dealing 1d8 + 2 piercing damage on a hit. Normal range 80 feet, long range 320 feet.

  • Acid Breath

    When As an action, once per rest until a short or long rest

    Kargut exhales corrosive acid in a 5 by 30 foot line. Each creature in the area must make a DC 11 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much on a success. Damage increases at higher levels.

  • Fighting Style: DefenseLevel 1

    You adopt a particular style of fighting as your specialty. When wearing armor, Kargut gains a +1 bonus to AC from the Defense fighting style.

  • Draconic Ancestry, BlackDragonborn, Black AncestryKargut's breath weapon deals acid damage, and he has resistance to acid damage.
  • Damage ResistanceDragonborn, Black AncestryResistance to acid damage.
  • Draconic LanguageDragonborn, Black AncestryKargut can speak, read, and write Common and Draconic.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know how the messages travel.

Gear

10 items

Weapons

  • Longsword
    A versatile martial weapon, dealing 1d8 slashing damage one-handed, or 1d10 when used with two hands.
  • Light crossbow
    A ranged martial weapon, dealing 1d8 piercing damage with a normal range of 80 feet and long range of 320 feet.

Armor

  • Chain mail
    Heavy metal armor made of interlocking rings, providing AC 16.
  • Shield
    A shield bearing the worn emblem of Darsk, granting +2 AC.

Tools

  • Crowbar
    Useful for prying open crates, doors, and shutters.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Dark common clothes with hood
    A set of dark common clothes with a hood, suitable for blending into alleys and camps.
  • Belt pouch
    A pouch containing starting currency.

Purse

  • 15×
    Gold pieces
    Starting currency from the Criminal background.

Appearance

Kargut is a broad-shouldered black dragonborn with charcoal scales that gleam faintly green where acid has stained them. His left horn is chipped near the tip, and a pale scar runs from beneath his jaw to the collar of his chain shirt. He keeps his beardless face clean-shaven and his dark eyes constantly moving, measuring doors, windows, guards, and distances. His equipment is practical and weathered, with a battered shield bearing the faded mark of the settlement he once raided.

Mannerisms

Kargut habitually counts exits under his breath and taps the rim of his shield whenever he is forced to stand still. When accused of cowardice, he smiles without humor and asks who survived the last fight.

Personality

Kargut is suspicious, dryly funny, and intensely practical. He distrusts speeches about honor but believes in visible work, repaired fences, guarded caravans, and people getting home alive. He is slow to call anyone a friend, yet once he accepts responsibility for someone, he becomes stubbornly protective.

Ideals

Penance. A debt is not paid because the debtor feels sorry. It is paid through repeated action, especially when nobody is watching.

Bonds

Darsk's people are living proof of the harm I caused. I will protect the settlement until its people no longer need to fear the roads, even if I have to resist the urge to vanish every night.

Flaws

I keep escape plans for places I have sworn to protect, and part of me is always waiting for the right moment to betray everyone again.

Quirks

He collects broken lockpicks from criminals he catches and keeps them threaded onto a cord around his wrist.
He refuses to sleep with his back to a door, even in houses where the door is barred from the inside.
He names every guard dog he meets, usually after a type of bread.
He quietly returns small stolen objects to their owners without admitting where he found them.

Background

Kargut Tazgek grew up among the salt roads and dry ravines beyond the settled valleys, where black dragonborn caravans learned early that a strong arm and a sharp eye could keep hunger away. He joined a band of road thieves not because he loved cruelty, but because the band offered food, coin, and a place where nobody asked what he had done before. Kargut became the one who watched the roads and chose the escape routes. He was good at it. Too good. During a raid on the riverside settlement of Darsk, his band burned a storehouse, seized winter grain, and left several families facing a season of hunger. Kargut was captured when he stayed behind to drag an injured companion from a collapsed stable. The people of Darsk wanted him hanged, but the settlement's aging reeve offered another sentence. Kargut would serve as its armed protector, guarding the same roads he once preyed upon, repairing what his band had damaged, and surrendering every coin he earned until the debt was paid. He accepted because the alternative was the gallows, though he tells everyone that was not the only reason. Months of watching children receive the food he once helped steal have made the sentence harder and more meaningful than any chain. He still dreams of escape, still studies the guard rotations, and still keeps a hidden map beneath his bedroll. He has not yet decided whether freedom means leaving Darsk, or becoming someone who could leave and choose to stay.

“Kargut became the one who watched the roads and chose the escape routes.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn, Black Ancestry

Media

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