Mucklatch Tin-Nose
Mucklatch Tin-Nose
Sheet
AC 15 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- Thieves' ToolsINT
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Grovel, Cower, and BegKoboldAs an action, you can cajole your foes, distracting them. Each creature of your choice within 10 feet that can see and hear you must succeed on a Wisdom saving throw or have advantage granted to attackers until the start of your next turn.
Bonus action
- Cunning ActionLevel 2
Your quick instincts let you act and move with unusual speed in combat. You can take the Dash, Disengage, or Hide action as a bonus action on each of your turns.
- Fast HandsLevel 3
You are always ready to seize what others miss. Your reflexes and know-how let you use thieves' tools, Sleight of Hand, or similar object manipulation as a bonus action, and you can take extra care with your climbing and movement in urban environments.
Reaction
- Uncanny DodgeLevel 5
When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Always on
- Sneak AttackLevel 1
You have an instinct for the unwary and the vulnerable. You deal extra damage when you strike with precision, gaining 3d6 extra damage once per turn when you hit a target you have advantage against or when an adjacent enemy of your target is present and you do not have disadvantage.
- ExpertiseLevel 1
You are adept at many forms of specialized training. Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Thieves' CantLevel 1
You can use the secret speech of rogues to communicate hidden messages and simple ideas to those who know the language.
- Roguish Archetype, ThiefLevel 3
You have chosen the Thief archetype. You are especially practiced at stealthy climbing, swiping objects under pressure, and exploiting the clutter of the world around you.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Uncanny DodgeLevel 5
Your tactical awareness improves, and your Sneak Attack damage rises to 3d6.
- DarkvisionKoboldAccustomed to life underground, you 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.
- 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 isn't incapacitated.
- Sunlight SensitivityKoboldWhile in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- City SecretsUrchin
You know the secret patterns and flow of city life. You can find passages through the urban underbelly, and you can move through populated streets and back alleys with ease, keeping track of shortcuts, hiding places, and the people who matter.
Gear
13 itemsWeapons
- RapierA finesse weapon suited to precise strikes.
- ShortbowA ranged weapon with a supply of ammunition.
- 2×DaggerA pair of compact backup blades.
- Small KnifeA plain improvised knife from a life on the streets.
Armor
- Studded Leather ArmorA set of dark, flexible armor ideal for stealth.
Tools
- Thieves' ToolsA small collection of specialized lock and trap tools.
Gear
- 20×ArrowArrows for the shortbow.
- Burglar's PackA pack of burglary essentials.
- City MapA rough map marked with safe routes, hiding places, and useful rubbish heaps.
- Pet MouseA scrappy little mouse companion who knows the difference between crumbs and poison.
- Common ClothesPlain street clothes suitable for blending into crowds.
- PouchA pouch of coin and personal odds and ends.
Purse
- 10×Gold PiecesStarting wealth from the Urchin background.
Appearance
A wiry male kobold with coppery scales dulled by soot and city grime, a half-melted lantern strapped to one hip, and a coat stitched from mismatched pockets, tabs, and scraps of old cloth. His snout is always busy, sniffing for coin, rot, or anything shiny enough to be useful later. He keeps a bulging satchel of trash, bent nails, bottle caps, cracked buttons, odd bits of string, and any item he can justify as 'important.'
Mannerisms
He rummages through rubbish while talking, as if the most thoughtful part of any conversation happens with his hands in a bin. He clicks his teeth when pleased, and when he lies, he scratches the back of his neck with two fingers and will not look directly at the person he is swindling. He bows deeply to alley cats and respectfully nods at particularly promising trash heaps.
Personality
Curious, furtive, and delightfully odd. Mucklatch is polite in the way a stray animal is polite, cautious until fed, then intensely loyal. He treats every object as if it might be secretly valuable, and every conversation as if it might produce a useful scrap. He is not motivated by greed so much as by possession, organization, and the joy of rescuing things other people have given up on.
Ideals
Utility. Nothing is truly worthless if you know how to use it. Every broken thing deserves a second life, and every person deserves a chance to become useful on their own terms.
Bonds
He has a secret hoard hidden in several different trash piles across the city, and he will risk almost anything to keep it from being found. He feels protective of street kids, sewer urchins, and outcasts, because they taught him how to live and how to laugh at dignity. He also owes a dangerous debt to a black market fence who has bought his stolen goods for years, and he fears what will happen if he cannot keep feeding that arrangement.
Flaws
He cannot resist keeping a worthless scrap if it looks interesting, even when speed or secrecy would be wiser. He talks to piles of garbage like they are old friends, which unsettles almost everyone. When confronted about his habits, he becomes stubbornly defensive, because he truly believes the world has been throwing away perfectly good things his whole life.
Quirks
Background
Mucklatch hatched in a drainage culvert beneath a crowded river city, where the world above was all bootheels, rainwater, and careless garbage. While other kobolds in the tunnels chased coins and jewel chips, Mucklatch discovered a higher calling, abandoned scraps. Broken locks made excellent teeth for prying crates. Torn ribbons became signal lines. Empty tins sang when stepped on, warning him that someone important was coming. He learned early that treasure had two lives, the first as a valuable object, the second as trash after the guards stopped paying attention. He grew into the alleys as naturally as mold on bread, slipping between markets, bathhouses, and counting rooms with a ratlike patience that most people mistook for stupidity. In truth, he was building a private empire of nonsense, one in which bent spoons, cracked mirrors, and greasy parchment scraps were sorted by size, smell, and potential future use. When he stole, he was careful to sell the expensive part on the black market and keep the worthless remainder, because the remainder usually became a tool, a clue, or a treasure of its own. Now he works the city like a little shadow entrepreneur, a thief, scavenger, and connoisseur of trash who knows every alley that matters and exactly which rich fools throw away useful things.
“While other kobolds in the tunnels chased coins and jewel chips, Mucklatch discovered a higher calling, abandoned scraps.”
- Background
- Urchin
Connections
Species
Kobold
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