Kindly
People call her Kindly because the alternative, they say, invites her attention. The name began as a nervous courtesy used by one of her first victims and became a citywide euphemism. She collects names not as trophies but as leverage: a name spoken with confidence can turn allies against each other, expose a hidden past, or make a target hesitate at the worst moment.
Kindly
Combat
AC 16 · HP 97 · CR 5 (1,800 XP)Kindly
Spells
Actions
Reactions
- Role
- Mobile controller and skirmisher
- Built for
- A party of four characters of 5th level; encounter difficulty varies with terrain and allies.
Gear
- Notched saber (Weapon, 25 gp)A well-maintained, slightly curved blade with notches marking names she has taken.
- Name ledger (Tool, Valuable to the people recorded in it)A hidden pocket journal containing names, aliases, and brief notes on their owners.
- Studded leather (Armor, 45 gp)Dark, practical clothing reinforced beneath the coat.
Notes for the game master
Tactics
Opening
Begin from a position of cover and use Called to Account on clustered intruders, especially those who have already heard her speak.
Mid-fight
Use Multiattack against nearby threats. Quietus Dart targets a spellcaster or a creature trying to flee, while Kindly shifts behind cover between turns.
End of the fight
If reduced below 25 hit points, use Called to Account if available, then withdraw toward an exit while using the room's cover. She fights to escape rather than die.
Retreat
Kindly retreats when bloodied if her escape route remains open. She bargains with secrets, names, or a promise to spare a captive. She does not surrender willingly.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A severe, middle-aged woman in a neat charcoal coat, with silver pins at her throat and a narrow saber at her hip. Her face is ordinary until she speaks: then her lips move as though reciting names from a list, and the shadows around her mouth lag behind.
Behavior
Courteous, patient, and unnervingly attentive. She addresses people by names they have not offered and treats violence as a regrettable administrative necessity.
How it lives
Kindly is a solitary human predator, not a supernatural species. She survives on stolen identities, favors, and the fear created by rumors of her work. She sometimes trains a successor, but never trusts one with her own name.
Lair
Kindly favors a rented room above a public office or inn. Its furniture is sparse, its windows have two exits, and every wall bears faint pencil marks where names were once written.
- Habitat
- Crowded cities, old courthouses, private archives, shuttered theaters, and roadside inns where strangers exchange names.
Signs that it is near
Tags
Lore
People call her Kindly because the alternative, they say, invites her attention. The name began as a nervous courtesy used by one of her first victims and became a citywide euphemism. She collects names not as trophies but as leverage: a name spoken with confidence can turn allies against each other, expose a hidden past, or make a target hesitate at the worst moment.
What drives it
Kindly wants control over the people and institutions whose secrets she has gathered. She prefers leverage to murder, but sees both as tools.
After the fight
When Kindly falls, every stolen name she has written appears in pale ink across the nearest wall or floor. The writing fades after an hour, unless someone speaks one of the names aloud.
“The name began as a nervous courtesy used by one of her first victims and became a citywide euphemism.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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