Oh No III
Oh No III
Sheet
AC 14 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Draconic CryKoboldAs a Bonus Action, Oh No III lets out a cry at a creature within 10 feet of himself. Until the end of his next turn, he and his allies have Advantage on attack rolls against that creature. He can use this trait a number of times equal to his proficiency bonus, and he regains all expended uses after a Long Rest.
Always on
- Rogue ProficienciesLevel 1
Oh No III has proficiency with simple weapons and martial weapons that have the Finesse or Ranged property. He has proficiency with light armor.
- ExpertiseLevel 1
Oh No III chooses two of his skill or tool proficiencies for Expertise. His proficiency bonus is doubled for any ability check using Stealth or Thieves' Tools.
- Sneak AttackLevel 1
Once per turn, Oh No III deals an extra 1d6 damage to one creature he hits with an attack if he has Advantage on the attack roll and uses a Finesse or Ranged weapon. He does not need Advantage if an enemy of the target is within 5 feet of it, that enemy is not incapacitated, and Oh No III does not have Disadvantage on the attack roll.
- Thieves' CantLevel 1
Oh No III knows the secret language of rogues and can recognize and communicate hidden messages used by criminal networks.
- Weapon MasteryLevel 1
Oh No III can use the Weapon Mastery properties of two kinds of weapons with which he has proficiency. He has chosen Rapier and Shortbow.
- DarkvisionKoboldOh No III can see in dim light within 60 feet of himself as if it were bright light, and in darkness as if it were dim light. He sees darkness in shades of gray.
- Kobold Legacy, CraftinessKoboldOh No III has proficiency in one skill of his choice. He has chosen Investigation.
- Creature TypeKoboldHumanoid.
- SizeKoboldSmall.
- SpeedKoboldHis walking speed is 30 feet.
- AlertCriminal
Alert. Oh No III adds his proficiency bonus to initiative rolls. Immediately after rolling initiative, he can trade his initiative result with the initiative of one willing ally in the same combat, provided neither is incapacitated.
Gear
11 itemsWeapons
- RapierA finely balanced light blade with a narrow point, suitable for precise strikes.
- ShortbowA compact ranged weapon suitable for ambushes and quick attacks.
- 4×DaggerBackup blades, useful for throwing, close combat, and cutting ropes.
Armor
- Leather ArmorLight protective armor made from hardened leather.
Tools
- Thieves' ToolsTools for opening locks and disabling traps.
- CrowbarA sturdy iron bar useful for prying open doors and crates.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- 2×PouchSmall containers for concealing coins, keys, and other stolen objects.
- Traveler's ClothesPlain clothing designed to avoid notice in crowded streets.
Purse
- 16×Gold PiecesUnspent starting currency.
Appearance
Oh No III is a wiry, rust-red kobold with a broad snout, bright amber eyes, oversized ears, and a line of uneven ivory horns running from his brow to the back of his skull. His scales are scarred around the neck and left shoulder, and he wears a patched leather jerkin beneath a dark hood. A collection of tiny keys, stolen buttons, and bent spoons hangs from his belt. He carries himself with exaggerated confidence, despite constantly checking nearby exits.
Mannerisms
Oh No III whispers tactical commentary to himself during tense moments, points dramatically whenever he makes a claim, and freezes in place when startled before pretending the pause was intentional. He refers to every plan as either Plan A or Plan Better Than Plan A.
Personality
Oh No III is fast-talking, theatrically confident, and endlessly suspicious. He treats every stranger as a possible employer, informant, or future witness. Beneath his bravado is a practical survivor who notices exits, counts valuables, and remembers every kindness with uncomfortable precision.
Ideals
Freedom. No one should be owned, cornered, or sacrificed for someone else's comfort. Every creature deserves a chance to choose its own path.
Bonds
He carries the stolen guild ledger and will risk almost anything to expose the people who betrayed his clutch. He is fiercely protective of anyone who gives him a fair chance, especially other kobolds and street children.
Flaws
Oh No III cannot resist a locked container, a suspicious lever, or a plan that is obviously too dangerous. He lies reflexively, even when the truth would be easier, and becomes reckless when anyone suggests that kobolds are cowardly or unintelligent.
Quirks
Background
Oh No III was born in a warren beneath the foundations of a prosperous human city, where his clutch served as tunnel scouts, lockbreakers, and occasional scapegoats for a thieves' guild that never bothered learning their names. He earned his title after surviving three separate jobs that should have killed him, each ending with someone shouting, "Oh no!" His first name was Oh No, his second name was also Oh No, and the third was added after a particularly disastrous vault robbery involving a goose, a bell tower, and several barrels of lamp oil. When the guild abandoned his warren to the city guard, Oh No III escaped with a pouch of tools, a stolen rapier, and a ledger proving that the guild had been selling out its own members. He now works as a freelance rogue, taking jobs that reward nerve, speed, and creative dishonesty. He insists he is searching for the perfect score, but secretly hopes to build a safe haven where small folk, outcasts, and unwanted kobolds can live without being treated as disposable tools.
“He now works as a freelance rogue, taking jobs that reward nerve, speed, and creative dishonesty.”
- Background
- Criminal
Connections
Species
Kobold
Media
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