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Squib and Squab - AI-generated fantasy NPC

Squib and Squab

Goblin · Rogue (Thief) 2 / Alchemist (Artificer) 2 · Level 4

Squib and Squab

Shopkeeper
AC15
HP32/32
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Squib is high-pitched and nasally; Squab is deep, gravelly, and sounds like he's swallowing glass.

A rapid-fire exchange where Squib starts a sentence with high energy and Squab finishes it with a dry, sarcastic remark.

Speech patterns

Squib: Welcome to the Heap! Squab: Mind the floor, it's sticky.
Squib: This potion makes you fly! Squab: Or makes your bones feel like lead. 50/50 chance.
Squib: A bargain! Squab: A robbery.

How to play them

They use a 'Good Cop/Bad Cop' routine where Squib over-promises and Squab demands more money for the risk.

Goal

Amass 50,000 gold pieces for a high-level Cleric's services.

Motivation

To save enough gold to buy a 'Wish' spell to either separate themselves or, as Squib secretly hopes, grow a third head to break the tie-votes.

Secret · GM only

Appearance

A single, broad-shouldered goblin body supporting two distinct heads. Squib, on the right, has wide, bloodshot eyes and a constant, manic grin. Squab, on the left, has a heavy, drooping brow and a perpetual scowl. Their skin is a mottled olive green, stained with vibrant purples and corrosive blacks from failed experiments. They move with a strange, swaying gait as if each head is trying to steer the body in a slightly different direction. Despite the clutter of their appearance, their hands move with terrifying, surgical precision.

Clothing

A massive leather apron filled with at least fifty tiny pockets, worn over tattered, oil-stained tunic and breeches. They wear a bandolier of bubbling vials across their chest.

Body language

Squib leans forward aggressively while Squab pulls the torso back; they often accidentally hit themselves while gesturing.

Height
3 feet 4 inches
Build
Lumpy and top-heavy
Eyes
Yellow (Squib) and Pale Milky Blue (Squab)
Hair
Wispy Black patches
Skin
Olive Green (heavily stained with soot and dyes)
Age
24 years
Gender
Male (Conjoined Twins)
Size
Small

Distinguishing features

Two distinct heads sharing one neck
Missing half of the left ear on Squab
Glowing neon-pink chemical burn on the right hand
Strong smell of ozone and rotting peaches

Personality

13 traits and drives

A walking contradiction of frantic optimism and crushing cynicism. Squib is a visionary who believes every pile of junk is a masterpiece in waiting, while Squab is a miserly realist who counts every copper and expects the shop to explode daily. They are incredibly hospitable to customers who show interest in 'high-risk' items but become aggressively paranoid if anyone looks too closely at the floorboards.

Alignment
Chaotic Neutral

Quirks

Squib will lick any shiny object to test its purity
Squab mutters death threats to the inventory
They often argue with each other in the middle of a sentence
They keep a pet rock named 'Customer Service'

Habits

Counting coins three times
Polishing glass vials until they nearly break
Checking the locks every ten minutes

Traits · 4

Risk-taker (Squib)
Hyper-vigilant (Squab)
Miserly
Creative

Flaws · 3

They cannot agree on which direction to run during danger
Addicted to the smell of burnt sulfur
Overly confident in their own 'safety' measures

Fears · 3

Fire (specifically the shop catching fire)
Anti-magic fields (which make them feel dizzy and faint)
The Wizard Orizon

Wants and needs · 3

A rare ingredient called Void-Salt
A silence spell cast on the shop to stop the arguing
A larger apron

Combat

AC 15 · HP 32 · 30 ft

They use Cunning Action to Hide behind the counter while throwing Experimental Elixirs or Acid Splash, relying on Squab's defensive instincts and Squib's offensive aim.

Squib and Squab

Small humanoid (goblin), chaotic neutral
Armor Class15
Hit Points32
Speed30 ft
Level4
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsSleight of HandArcanaStealthInvestigation
SensesDarkvision 60 ft, Passive Perception 12
Languages
Common,
Goblin
Cunning Action
Sneak Attack ()
Experimental Elixir
Magical Tinkering
Infuse Item
Nimble Escape

Spells

Acid Splash (cantrip, conjuration). Throws a bubble of acid.
Guidance (cantrip, divination). Squib yells encouraging nonsense to give + to a check.
Cure Wounds (level 1, evocation). A syringe of glowing green liquid.
Tasha's Caustic Brew (level 1, evocation). A 30-foot line of corrosive bile.
Identify (level 1, divination). Involves tasting the item and making a face.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Acid Splash (Cantrip). One or two creatures within 5 feet of each other within 60 feet must succeed on a Dexterity saving throw or take acid damage.
Experimental Throw. Squib throws a volatile flask. Ranged Weapon Attack: to hit, range 20/60 ft. Hit: of a random damage type (1-2 Fire, 3-4 Cold, 5-6 Acid).

Reactions

Squab's Shielding Scowl. When hit by an attack, Squab pulls the body back instinctively, adding +2 to AC against that specific attack.

Services they sell

Identifying magical items (usually involves tasting them)
Selling volatile potions with random side effects
Buying stolen jewelry for 40 percent value

Rewards they can give

Experimental Elixirs
A map to a hidden 'trash heap' in the capital
Discounted (but dented) Plate Armor

Equipment

  • Leather Apron (light armor)Custom armor that provides protection and storage.
  • Alchemist's Satchel (gear)Contains components and finished vials.
  • Pipes of Haunting (magic item)An infused item that can frighten enemies.

Possessions

Alchemy Supplies
Thieves' Tools
Pipes of Haunting (Infused)
Bag of Holding (Infused)
Rusty Dagger
Key to the floorboard cache

Background

Originally two separate brothers who were low-level burglars, they attempted to rob the sanctum of a transmutation wizard known as Orizon the Odd. During the heist, they accidentally knocked over a vat of 'Coalescence Catalyst' while Squib was holding a 'Potion of Elasticity'. The resulting magical surge fused them into a single organism. Unable to return to their tribe, they used the few salvaged magical trinkets to open 'The Double-Dabble Heap', a shop that deals in both genuine alchemy and suspiciously 'repurposed' adventuring gear.

Role in the story

Merchant of volatile goods and quest giver for rare chemical components.

“During the heist, they accidentally knocked over a vat of 'Coalescence Catalyst' while Squib was holding a 'Potion of Elasticity'.”
From their background
Faction
None (Formerly the Sewer-Skulker Clan)

Known connections

Orizon the Odd (Former victim, current nemesis)
Greezel the Fence (Main buyer of 'hot' junk)
The local rats (Who they have trained as lookouts)
Major secret · GM only
Minor secrets · GM only

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