Trartir
Trartir
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
11 featuresBonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon
Trartir makes one unarmed strike as a bonus action after taking the Attack action with an unarmed strike or monk weapon. The strike deals 1d4 + 3 bludgeoning damage.
- Martial ArtsLevel 1
While unarmored or wielding only monk weapons, Trartir can use Dexterity instead of Strength for attack and damage rolls. He can make one unarmed strike as a bonus action after taking the Attack action with an unarmed strike or monk weapon. His unarmed strikes deal 1d4 bludgeoning damage.
- Hungry JawsLizardfolkOnce per short or long rest, Trartir can make a special bite attack as a bonus action. On a hit, he gains temporary hit points equal to his Constitution modifier.
Always on
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Trartir's AC equals 10 + his Dexterity modifier + his Wisdom modifier. His Natural Armor trait does not stack with this feature, so his unarmored AC is 15 from this feature, while his lizardfolk natural armor gives him AC 16.
- BiteLizardfolkTrartir can make an unarmed strike with his teeth, dealing 1d6 + 1 piercing damage on a hit.
- Cunning ArtisanLizardfolkDuring a short rest, Trartir can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant to craft a shield, club, javelin, or 1d4 darts or blowgun needles.
- Hold BreathLizardfolkTrartir can hold his breath for up to 15 minutes.
- Natural ArmorLizardfolkTrartir's tough scales give him a base AC of 13 + his Dexterity modifier when not wearing armor.
- Hunter's InstinctsLizardfolkTrartir is proficient in two skills, Acrobatics and Insight.
- Lizardfolk Ability Score IncreaseLizardfolkConstitution increases by 2 and Wisdom increases by 1.
- Criminal ContactCriminal
Trartir has a reliable, though morally flexible, network of criminal contacts who can pass messages, provide rumors, or arrange discreet introductions in settlements where such connections exist.
Gear
6 itemsWeapons
- ShortswordA light, finesse melee weapon suitable for monk training.
- 10×DartBalanced darts used as monk weapons and thrown weapons.
Tools
- CrowbarA sturdy iron bar useful for forcing doors and manipulating objects.
Gear
- Explorer's PackA pack containing essential adventuring supplies.
- Dark Common Clothes with HoodDark common clothing with a hood, useful for blending into alleys and night traffic.
Purse
- 15×Gold PiecesLoose coin kept for bribes, food, and sudden opportunities.
Appearance
Trartir is a lean, powerfully compact lizardfolk with moss-green scales mottled by darker bands along his shoulders and spine. His broad jaw and rows of small, needlelike teeth are impossible to miss, especially when he eats or gives his dry, unsettling approximation of a laugh. He wears a faded monastery sash beneath practical travel clothes, and a battered copper token hangs from a cord around his neck. The token is worn almost smooth on one edge from years of rubbing it between his teeth while thinking.
Mannerisms
Trartir goes perfectly still when listening, with only his eyes and throat moving. He tilts his head before answering difficult questions, then clicks his teeth once as if sealing the thought. He prefers to stand near exits and instinctively positions himself where he can see everyone's hands.
Personality
Trartir is observant, blunt, and unnervingly calm. He studies people as if they are unfamiliar animals, cataloging their habits, weaknesses, and likely reactions. He rarely raises his voice, because he believes volume is what creatures use when they have already lost control. Despite his predatory outlook, he can be unexpectedly protective of outsiders, especially those who are treated as disposable.
Ideals
Freedom. No nest, monastery, gang, or ruler owns me. I will accept advice, but never a leash.
Bonds
He carries the copper token of the monastery that taught him discipline, and he intends to return someday to prove that the lessons were not wasted. He also protects a network of small-time criminals who once treated him as one of their own when respectable folk would not.
Flaws
He treats empathy as an inefficient form of weakness and often mistakes patience for permission to manipulate others. Once he decides someone is prey, a target, or a threat, changing his mind is extremely difficult.
Quirks
Background
Trartir hatched among the reed-choked waterways of a remote lizardfolk marsh, where survival was measured in clean water, safe nesting ground, and whether one noticed danger before danger noticed them. His tribe valued practical skills, but Trartir was fascinated by balance, timing, and the strange discipline of stillness. An itinerant ascetic found him practicing on sunken logs and brought him to a secluded monastery, where Trartir learned to turn instinct into controlled movement. He never fully embraced the monastery's teachings, but he did learn that a patient predator often wins before the fight begins.
“His tribe valued practical skills, but Trartir was fascinated by balance, timing, and the strange discipline of stillness.”
- Background
- Criminal
Connections
Species
Lizardfolk
Media
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