Rikkit Red-Sash
Rikkit Red-Sash
Sheet
AC 12 · HP 40 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Grovel, Cower, and BegKoboldAs an action, distract nearby enemies. Allies gain advantage on attack rolls against enemies within 10 feet who can see the kobold until the end of the kobold's next turn.
Bonus action
- Frenzied Strike
When Bonus action while frenzied
While raging in a frenzy, Rikkit makes one additional melee weapon attack as a bonus action.
- RageLevel 1
While not wearing heavy armor, he can enter a rage as a bonus action. He has 3 rages per long rest. While raging, he gains advantage on Strength checks and Strength saving throws, a +2 bonus to melee weapon damage rolls using Strength, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 1 minute, ending early if he is knocked unconscious or fails to attack a hostile creature or take damage each turn.
- FrenzyLevel 3
He can enter a frenzy while raging. If he chooses to do so, he can make a single melee weapon attack as a bonus action on each subsequent turn while raging. When the rage ends, he suffers one level of exhaustion.
Always on
- Enter Rage
When Bonus action
Rikkit enters a battle trance, gaining the benefits of rage for up to 1 minute.
- Twin Cleaves
When Attack action
Rikkit makes two melee weapon attacks with his greataxe or other suitable weapon.
- Reckless AttackLevel 2
When First attack on his turn
Rikkit attacks with reckless abandon, gaining advantage on Strength-based melee attacks while exposing himself to attacks.
- Grovel, Cower, and Beg
When Action
Rikkit uses his kobold instincts to distract an enemy, giving nearby allies an opening against it.
- Unarmored DefenseLevel 1
He gains proficiency in Strength saving throws and Constitution saving throws.
- Danger SenseLevel 2
He has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while blinded, deafened, or incapacitated.
- Primal PathLevel 3
He follows the Path of the Berserker.
- Primal ChampionLevel 5
He can add his proficiency bonus to Strength checks made to break, lift, drag, or push objects, and he counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- Fast MovementLevel 5
His speed increases by 10 feet while he is not wearing heavy armor.
- Extra AttackLevel 5
He can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ability Score IncreaseKoboldDexterity +2, Strength -2
- DarkvisionKobold60 feet
- Pack TacticsKoboldAdvantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldDisadvantage on attack rolls and Wisdom (Perception) checks relying on sight while in direct sunlight.
- WandererOutlander
He has an excellent memory for maps, terrain, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed axe suited to arena combat.
- 2×HandaxeLight thrown axes used as backup weapons.
- 4×JavelinBalanced spears for throwing or close combat.
Tools
- StaffA simple wooden staff used as a walking stick and training weapon.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, rations, waterskin, and rope.
- Hunting trapA concealed trap used for hunting and protecting camps.
- Animal trophyA preserved claw from the first dangerous beast he defeated alone.
- Traveler's clothesRugged clothing suitable for long travel.
Purse
- 10×Gold piecesStarting currency from his wandering life.
Appearance
A small, wiry kobold with rust-red scales, a chipped left horn, bright amber eyes, and a broad scar across his snout. He wears battered arena leathers reinforced with scavenged metal plates, a red cloth sash taken from his first defeated champion, and numerous small trophies tied to his belt. Though shorter than most opponents, he carries himself with defiant confidence and moves with startling speed.
Mannerisms
Rikkit paces in tight circles before a fight, taps the haft of his greataxe against the ground when thinking, and gives an exaggerated bow whenever someone praises his courage. He speaks in a formal arena announcer's voice when introducing himself.
Personality
Rikkit is theatrical, stubborn, and fiercely protective of anyone he considers part of his pack. He loves crowds, dramatic entrances, and the moment an opponent realizes that a tiny kobold is much more dangerous than expected. Beneath his boasting is a thoughtful survivor who studies terrain, watches exits, and never forgets the kindness of strangers.
Ideals
Freedom. No creature should live beneath the claw, chain, or command of another. Strength matters because it lets the small protect themselves and others.
Bonds
He secretly sends a portion of every prize and payment back toward his former clan, hoping to buy their freedom from the dragon's rule. He also carries the names of every kobold who mocked him, determined to return one day as a champion they cannot dismiss.
Flaws
He is quick to interpret caution as cowardice and insults as challenges. Once a fight begins, he has difficulty stopping before someone has clearly yielded. He also exaggerates his victories so often that he sometimes believes his own boasts.
Quirks
Background
Rikkit Red-Sash was born beneath a maze of volcanic tunnels where his kobold clan survived through traps, secrecy, and absolute obedience to the dragon they served. Rikkit had other ambitions. He admired the battered warriors who occasionally passed through the tunnels, and he began staging mock battles with sticks, beetle shells, and stolen scraps of armor. When he challenged a cruel clan champion in front of the elders, he won through speed and cunning, but the victory humiliated the champion and threatened the clan's fragile order. Rikkit was banished before the champion could kill him, cast out with only a chipped handaxe and the red sash he had taken from his opponent.
“Rikkit was banished before the champion could kill him, cast out with only a chipped handaxe and the red sash he had taken from his opponent.”
- Background
- Outlander
Connections
Species
Kobold
Media
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