Kezk Vargl
Kezk Vargl
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Grovel, Cower, and BegKoboldAs an action, Kezk can distract nearby enemies with pathetic cries, frantic gestures, and pleading. Creatures within 10 feet that can see him have disadvantage on attack rolls against allies until the start of his next turn. He cannot use this trait if he cannot see the creature or if the creature cannot see him.
Always on
- Magical TinkeringLevel 1
When When touching a Tiny nonmagical object
Kezk touches a Tiny nonmagical object and gives it one minor magical property, such as emitting light, a sound, an odor, or a static visual effect. He can maintain two such objects at once.
- SpellcastingLevel 1
Kezk is a spellcaster who uses Intelligence as his spellcasting ability. He has two artificer cantrips prepared and can prepare three 1st-level artificer spells after each long rest. He uses tinker's tools as a spellcasting focus when casting artificer spells.
- DarkvisionKoboldKezk 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 distinguish color in darkness, only shades of gray.
- Pack TacticsKoboldKezk 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 SensitivityKoboldKezk has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
- Kobold ability adjustmentsKoboldDexterity increases by 2 and Strength decreases by 2.
- Ship's PassageSailor
Kezk can secure free passage on sailing ships for himself and his adventuring companions in exchange for occasional work. He knows the general principles of shipboard operation and is familiar with sailors, ships, and the life of the sea.
Spells
5 spellsSpellcasting. Kezk Vargl casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- Light crossbowA compact ranged weapon with a folding stock and a grip wrapped in blue cord.
- ClubA simple wooden club weighted with a lead-filled metal cap.
Armor
- Leather armorWorn brown leather armor reinforced with stitched sailcloth and small brass plates.
Tools
- Thieves' toolsA kit of picks, tension wires, and fine probes used for opening locks and disabling traps.
- Tinker's toolsPliers, awls, wire, tiny files, clamps, lenses, and other implements used for mechanical work.
Gear
- 20×Crossbow boltsSmall metal-shafted bolts kept in a waterproof tube.
- Dungeoneer's packA sturdy pack containing bedroll, mess kit, tinderbox, torches, waterskin, and basic adventuring supplies.
- Silk ropeStrong silk rope, useful for rigging, climbing, and emergency repairs.
- Lucky charmA small brass compass housing a chipped piece of green sea glass, kept as a lucky charm.
- Common clothesPlain, salt-stiffened clothing suitable for work aboard ship.
Purse
- 10×Gold piecesLoose starting money received from shipboard wages and saved pay.
Appearance
Kezk Vargl is a compact kobold with rust-red scales, a pale tan muzzle, and broad ears that twitch toward every unfamiliar sound. He stands with a sailor's rolling balance even on solid ground, though his habit of leaning too close when examining tools makes him seem larger and more intrusive than he is. A soot-darkened leather apron hangs over his worn sailor's clothes, crowded with tiny brass instruments, wire spools, shell fragments, and carefully labeled cork vials. His voice is quick, dry, and surprisingly resonant for his size. When calm, he speaks in clipped observations. When rattled, his breathing becomes audible little clicks between words.
Mannerisms
Kezk constantly tests the balance of objects by tapping them against one claw. He leans forward when listening, lowers his voice when discussing machinery, and counts his breaths before making a difficult choice. In tense moments, his nostrils flare and his breathing turns into a rapid series of dry clicks.
Personality
Kezk is intensely observant, practical, and eager to prove that clever hands matter more than imposing size. He treats every lock, knot, engine, and weapon as if it has a personality that can be understood with enough patience. Around strangers he is wary but inquisitive, asking blunt questions and standing much too close while studying their gear. He shows affection by repairing things without permission and offering brutally specific safety advice.
Ideals
Useful things should be given a chance to work. No one should be judged worthless because they are small, strange, or made for a purpose others do not understand.
Bonds
The surviving sailors of the wreck are his family, and he sends part of every reward toward rebuilding a safe harbor for them. He is also fiercely protective of the Tide-Speaker, not because it is valuable, but because it carries the memory of the people he could not save.
Flaws
Kezk cannot resist correcting faulty equipment, even when doing so is dangerous, impolite, or completely irrelevant. He distrusts captains who rely on authority instead of evidence, and his fear of repeating the Tide-Speaker's failure can make him freeze at the exact moment a decision is needed.
Quirks
Background
Kezk Vargl was hatched in a cramped coastal warren beneath an abandoned lighthouse, where his clutch survived by scavenging wreckage from the reefs. While the other kobolds prized blades, traps, and anything that could be traded for food, Kezk became fascinated by the objects that still worked after storms had broken everything else. He learned to mend lantern shutters, splice snapped winch lines, and coax life from drowned clockwork by listening to the changes in a mechanism's sound. A merchant vessel eventually took him on as a deckhand after he repaired its jammed bilge pump using a fishhook, whale-bone pin, and a strip of sailcloth. Kezk spent several years at sea, becoming a competent sailor and an obsessive tinkerer. He now travels with a battered leather tool roll and a half-finished device he calls the Tide-Speaker, a brass-and-coral instrument meant to predict dangerous changes in wind and water. He left his last ship after discovering that its captain knowingly sailed through waters marked by his device as deadly. Kezk saved most of the crew, but the ship and several friends were lost. He has sworn that the Tide-Speaker will one day become accurate enough that no captain can dismiss a warning simply because it came from a kobold.
“Kezk spent several years at sea, becoming a competent sailor and an obsessive tinkerer.”
- Background
- Sailor
Connections
Species
Kobold
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