Kuro Kakure
Kuro Kakure
Sheet
AC 16 · HP 75 · 55 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandINT
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
31 featuresAction
- Grovel, Cower, and BegKoboldAs an action, Kuro can distract enemies within 10 feet that can see him. Allies gain advantage on attack rolls against those enemies until the end of his next turn. Once used, this trait requires a short or long rest before it can be used again.
Bonus action
- Flurry of Blows
When After taking the Attack action on his turn
Kuro spends 1 ki point to make two unarmed strikes as a bonus action after taking the Attack action.
- Patient Defense
When As a bonus action
Kuro spends 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When As a bonus action
Kuro spends 1 ki point to take the Dash or Disengage action as a bonus action, and his jump distance is doubled for the turn.
- Martial ArtsLevel 1
Kuro can spend 1 ki point to take the Disengage or Dash action as a bonus action, and can make one additional unarmed strike as a bonus action. His unarmed strikes and monk weapons use Dexterity, and his Martial Arts die is 1d8.
Always on
- Shadow StepLevel 6
When As a bonus action while in dim light or darkness
Kuro teleports up to 60 feet between areas of dim light or darkness and gains advantage on his next melee attack before the end of the turn.
- Stunning StrikeLevel 5
When When Kuro hits with a melee weapon attack
Kuro spends 1 ki point after hitting with a melee weapon attack, forcing the target to make a DC 16 Constitution saving throw or become stunned until the end of his next turn.
- Cloak of ShadowsLevel 11
When As an action while in dim light or darkness
Kuro becomes invisible while in dim light or darkness until he attacks, casts a spell, or enters bright light.
- KiLevel 2
Kuro has 12 ki points, regained after a short or long rest. Ki options include Flurry of Blows, Patient Defense, and Step of the Wind. His ki save DC is 16.
- Unarmored MovementLevel 2
Kuro's unarmored speed increases by 20 feet. He can run along vertical surfaces and across liquids during his movement without falling during that movement.
- Deflect MissilesLevel 3
Kuro can catch or deflect ranged weapon attacks. If he reduces the damage to 0, he can catch the missile and spend 1 ki point to make a ranged attack with it.
- Monastic Tradition: Way of ShadowLevel 3
Kuro chooses the Way of Shadow, gaining shadow-based ki techniques.
- Shadow ArtsLevel 3
Kuro can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence without material components.
- Slow FallLevel 4
Kuro can use his reaction to reduce falling damage by 60 points.
- Ability Score ImprovementLevel 4
Kuro gains an Ability Score Improvement. He increased Dexterity by 2, raising it to 20.
- Extra AttackLevel 5
Kuro can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ki-Empowered StrikesLevel 6
Kuro's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Unarmored Movement ImprovementLevel 6
Kuro's unarmored movement bonus increases to 15 feet, for a total speed of 50 feet. He can move along vertical surfaces and across liquids during his movement.
- Stillness of MindLevel 7
Kuro can end one effect on himself causing him to be charmed or frightened by using his action.
- EvasionLevel 7
Kuro can use Evasion. On a successful Dexterity saving throw against an effect dealing half damage on a success, he takes no damage, and on a failure he takes half damage.
- Ability Score ImprovementLevel 8
Kuro gains an Ability Score Improvement. He increased Wisdom by 2, raising it to 15.
- Unarmored Movement ImprovementLevel 9
Kuro's unarmored movement bonus increases to 20 feet, for a total speed of 55 feet.
- Purity of BodyLevel 10
Kuro is immune to disease and poison, and no longer suffers the poisoned condition.
- Tongue of the Sun and MoonLevel 13
Kuro can understand all spoken languages. Any creature that can understand a language can understand Kuro when he speaks.
- Ability Score ImprovementLevel 12
Kuro gains an Ability Score Improvement. He increased Dexterity by 2, raising it to 22.
- TraitKoboldDarkvision out to 60 feet.
- Pack TacticsKoboldKuro 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 SensitivityKoboldKuro has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when he, his target, or whatever he is trying to perceive is in direct sunlight.
- Kobold Ability Score IncreaseKoboldDexterity increases by 2 and Strength decreases by 2.
- TraitKoboldKobolds can speak, read, and write Common and Draconic.
- City SecretsUrchin
Kuro knows the secret patterns of cities, including hidden alleys, sewer routes, rooftop paths, and places where food or shelter may be found. He can move through urban environments quickly and locate a place to hide, rest, or resupply among other poor people.
Gear
8 itemsWeapons
- ShortswordA light, finesse martial weapon used as Kuro's primary monk weapon.
- 10×DartSimple ranged weapons suitable for monk techniques and thrown attacks.
- Small KnifeA small blade retained from Kuro's years living in alleys and abandoned buildings.
Gear
- Dungeoneer's PackA pack containing essential adventuring gear such as a bedroll, mess kit, tinderbox, rations, rope, and waterskin.
- Map of the CityA crude map of the city streets, rooftops, alleys, and sewer entrances where Kuro survived as a child.
- Token from ChildhoodA token from Kuro's childhood, a bent copper charm found beneath a market stall.
- Common ClothesPlain, patched clothing suitable for an urban orphan and useful for blending into crowds.
Purse
- 10×Gold PiecesStarting currency from the Urchin background.
Appearance
Kuro Kakure is a compact male kobold with bright blue scales that shimmer like moonlit glass. His narrow golden eyes remain half-lidded even in conversation, as though he is constantly evaluating nearby shadows. He wears layered black and indigo monk robes modified with excessive wraps, a deep hood, a cloth mask, and many deliberately dramatic straps. His tail moves in precise, controlled arcs, and he walks with the exaggerated silence of someone who believes every hallway is a sacred infiltration route. His voice is normally a hushed, theatrical whisper, but when startled it rises into a rapid, squeaking cascade of urgent tactical observations.
Mannerisms
Kuro pauses before entering any room to inspect the shadows, then announces a whispered codename for the location. He performs exaggerated hand signs before using ki, silently counts his footsteps, and crouches whenever someone says the word 'mission.' When rattled, his controlled whisper becomes a high-speed squeak, though he continues attempting to sound ominous.
Personality
Kuro is intensely disciplined, theatrically secretive, and completely convinced that he is a master of an ancient ninja tradition. He speaks of mundane errands as covert operations and treats every shadow as a possible ally. Beneath the melodrama is a patient, observant survivor who notices exits, hidden movement, and the needs of hungry or frightened people almost immediately.
Ideals
Discipline. Every shadow has a purpose, every movement must be controlled, and a true master never reveals the full extent of his abilities. Kuro believes order and self-mastery are more important than comfort or popularity.
Bonds
O Mosteiro da Névoa Silenciosa é sua família e sua maior responsabilidade. Kuro acredita que deve provar ao mundo que seus mestres realmente treinaram um agente secreto supremo, mesmo que eles insistam no contrário.
Flaws
Kuro mistakes denial for confirmation. The harder someone insists that he is not a legendary ninja, the more certain he becomes that they are protecting his secret identity. He also cannot resist turning ordinary actions into theatrical operations, even when stealth, speed, or simple honesty would work better.
Quirks
Background
Nascido sob a luz forte da superfície, Kuro Kakure cresceu entre becos, telhados e caixas abandonadas, sempre procurando sombras onde pudesse escapar do sol e dos perigos das ruas. Para ele, a escuridão nunca foi simplesmente ausência de luz. Era uma presença protetora, uma entidade silenciosa que escondia os pequenos e revelava segredos aos observadores pacientes. Ainda jovem, Kuro descobriu o Mosteiro da Névoa Silenciosa e interpretou sua disciplina contemplativa como o treinamento secreto de uma ordem lendária de ninjas das sombras. Os mestres aceitaram o pequeno kobold e tentaram ensinar-lhe meditação, autocontrole e o verdadeiro significado do Caminho das Sombras. Kuro, porém, transformou cada ensinamento em prova de uma conspiração mística. Quando diziam que o capuz servia para manter o foco, ele entendia que estavam protegendo sua identidade. Quando negavam a existência da Técnica Proibida do Lótus Negro, ele concluía que a técnica era tão proibida que até mencionar sua existência era perigoso. Agora, dominando o ki, o Passo das Sombras e a arte de desaparecer na escuridão, Kuro deixou o mosteiro para cumprir sua suposta missão no mundo exterior. Ele trata companheiros como aliados de clã, clientes como contratantes de elite e tarefas simples como operações de infiltração de importância histórica.
“Para ele, a escuridão nunca foi simplesmente ausência de luz.”
- Background
- Urchin
Connections
Species
Kobold
Media
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