Skip to content

Gharzun

Dwarf, custom Desert Coil lineage · Rogue (Swashbuckler) · Level 10

Gharzun

Desert scout, courier, and clandestine guide
“an interesting way to die”
AC17
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, dry voice with a little rasp at the edges, as if shaped by years of dust and long-distance calls. Its rhythm is deliberate but not slow; he clips warnings short and lets jokes run just long enough to catch someone off guard.

His words have the measured precision of someone used to giving directions over wind and distance. He favors short clauses, practical comparisons, and dry little jokes. He learned to project across caravan camps without shouting, so his consonants are clean and carrying. When angry, he speaks faster and more plainly, with no effort to soften the point.

Speech patterns

Uses concrete images from stonework, weather, and water rather than grand moral claims.
Asks a question, waits through the silence, then asks the one he actually cares about.
Uses dry humor to test whether a stranger can tolerate being challenged.
Calls a dangerous plan 'an interesting way to die' before suggesting a better one.

How to play them

Offer a useful small kindness first, such as directions, water, or a repair. He judges people by what they do with help. Be candid about risks and he will share more; threaten his refuge and he will become evasive while quietly arranging a way out for its residents.

Goal

Get reliable proof of the magistrate's water theft into the hands of the settlements, then establish a safe route that no single official can control.

Motivation

He wants people to reach water without having to kneel to a powerful stranger, but he also wants proof that his past failure can be made to mean something.

Secret · GM only

Appearance

Gharzun has the compact, sturdy ancestry of a dwarf drawn out into a startlingly long-limbed, supple frame. Tiny overlapping scales lie close to his skin, matte ochre along his back and pale sand-gold across his throat and belly; in desert light they break his outline into the colors of wind-scoured stone. He walks upright on two humanlike legs, with a smooth, rolling stride that never quite seems to land where expected. His long arms and narrow fingers are quick and precise. A sharp jaw and gently feminine features lend his face an almost courtly delicacy, set off by almond-shaped eyes with slit red pupils and thick, dark lashes. His lustrous brown hair falls to mid-back, meticulously combed and tied with a small bone clasp. Unexpectedly, he keeps a tiny, battered clay bird whistle polished to a shine and tends it with the care of a jeweler.

Clothing

Layered sand-colored wraps over a fitted leather vest, loose trousers tucked into soft boots, and a hooded mantle with a dust veil. His cuffs are stitched with tiny pockets for needles and folded maps. He wears a simple bone hair clasp and keeps the battered bird whistle tucked beneath his collar.

Body language

He favors no leg, but his hips and shoulders make small, fluid adjustments as if compensating for a current no one else can feel. His long fingers rest loosely together when he listens. When cornered, he plants both feet and lifts his chin, looking more like a stubborn dwarf than a desert scout.

Height
4 feet 8 inches
Build
Very lean and supple, with understated muscle and unusually long arms, legs, and fingers.
Eyes
Deep red irises with narrow vertical pupils
Hair
Lustrous chestnut brown
Skin
Sand-gold scales with ochre and brown mottling along his back
Age
Adult, 94 years old
Gender
Male
Size
Medium

Distinguishing features

Fine, sand-colored scales that break up his outline in desert terrain.
Red slit pupils framed by unusually thick eyelashes.
Glossy brown hair combed with near-ceremonial precision.
A clay bird whistle, battered at the edges but polished smooth from handling.

Personality

12 traits and drives

Gharzun is courteous but not deferential, and he can be generous with practical help while withholding the truth until he understands someone's motives. He teases friends to keep fear from settling in, yet turns blunt and severe when lives are at stake. In company he enjoys clever conversation; alone, he spends long stretches repairing tiny flaws in his equipment.

Alignment
Chaotic good

Quirks

Tests the wind by flicking a grain of sand from his thumbnail before choosing a direction.
Straightens crooked objects, including cups and map corners, while listening to difficult news.
Names his blades after wells that have dried up, then denies doing so.
Taps the clay bird whistle twice against his collar before entering an unfamiliar place.

Habits

Counts exits and shade patches whenever he enters a room.
Offers practical help before asking for trust.
In danger, becomes abruptly still, then moves with startling speed.
When relaxed, studies people with frank curiosity rather than pretending not to stare.

Traits · 3

He shares food and water readily but guards information until trust is earned.
He jokes most freely when he is frightened, then becomes direct when others need a clear decision.
He respects patient craft and distrusts anyone who calls a risk 'necessary' without naming who will pay for it.

Flaws · 3

Keeps crucial information to himself until he has tested everyone involved.
Takes responsibility for disasters even when he could not have prevented them.
His contempt for bullies can make him reckless when a quiet escape would be wiser.

Fears · 3

That exposing the stolen-water scheme will bring soldiers to Tallowpress.
Being forced to choose which group of travelers receives the last safe route.
That his caution is only another way of abandoning people.

Wants and needs · 3

Wants the water theft exposed without endangering the families who helped conceal it.
Needs allies who will share danger rather than simply hire him to absorb it.
Wants to know whether Osric is truly safe in the city.

Combat

AC 17 · HP 75 · 30 ft.

He avoids fair fights. Gharzun uses cover, elevation, feints, and Cunning Action to isolate a target, then applies Sneak Attack before slipping away. He prefers to disable a pursuer or break line of sight over killing them. If protecting refugees, he uses his reaction defensively and draws enemies away from the group.

Gharzun

Medium humanoid (dwarf, custom desert coil lineage), chaotic good
Armor Class17
Hit Points75
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligenceConstitution
SkillsAcrobaticsDeceptionInsightPerceptionStealthPersuasion
SensesDarkvision 60 ft.; passive Perception 15
Languages
Common,
Dwarvish,
Undercommon
Custom ancestry. Desert Coil. Despite his dwarven heritage, Gharzun is a two-legged, humanoid snake-person with fine scales, exceptional flexibility, and no innate poison.
Cunning Action. On each of his turns, he can take the Dash, Disengage, or Hide action as a bonus action.
Sneak Attack. Once per turn, Gharzun deals an extra damage when he hits with a finesse or ranged weapon and has advantage, or when an ally is within 5 feet of his target and he does not have disadvantage.
Uncanny Dodge. When an attacker he can see hits him with an attack, he can use his reaction to halve that attack's damage.
Evasion. When subjected to an effect that allows a Dexterity saving throw for half damage, he takes no damage on a success and half damage on a failure.
Expertise. Double his proficiency bonus for Acrobatics, Deception, Perception, and Stealth checks.
Fancy Footwork. After making a melee attack against a creature, that creature cannot make opportunity attacks against him for the rest of his turn.
Rakish Audacity. Gharzun adds his Charisma modifier to initiative. He can use Sneak Attack against a creature within 5 feet if no other creature is within 5 feet of him and he does not have disadvantage.
Dwarven Resilience. He has advantage on saving throws against poison and resistance to poison damage.
Custom ancestry. Dune-Camouflage Scales. In sandy terrain, Gharzun has advantage on Dexterity (Stealth) checks made to hide while motionless or moving slowly.

Actions

Scimitar. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Once per turn, he can add Sneak Attack damage if its conditions are met.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. Once per turn, he can add Sneak Attack damage if its conditions are met.
Multiattack. Gharzun makes two attacks with his scimitar or light crossbow. He can replace one attack with a dagger attack.
Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage.

Reactions

Uncanny Dodge. When a creature Gharzun can see hits him with an attack, he halves the attack's damage.

Services they sell

Guides travelers through desert routes and around patrols.
Can identify safe campsites, hidden wells, and signs of recent passage.
Can carry messages between isolated settlements.

Rewards they can give

A safe route through the Saffron Waste, provided the travelers share water fairly.
A coded map to overlooked wells and abandoned shelters.
Evidence of the magistrate's water theft, if the party proves it can protect the people named in the records.

Equipment

  • Scimitar (weapon)A finely balanced curved blade with a leather-wrapped grip, maintained by his aunt.
  • Light crossbow and bolts (weapon)A compact crossbow in a dustproof sleeve, with a spare string and a dozen bolts.
  • Daggers (weapon)Two plain knives, one hidden in his boot and one in his belt.
  • Studded leather armor (armor)Stitched leather armor under layered wraps, cut to allow quick movement.
  • Scout's kit (adventuring gear)A folded water-route map, coded notes, a bone hair clasp, and a battered clay bird whistle.

Possessions

A coded map of wells and safe routes
A clay bird whistle worn smooth by his thumb
A small tin of scale oil and a fine-toothed comb
A folded scrap of Osric's latest warning

Background

Gharzun was born among the stonecutters of a dwarf caravan settlement on the edge of the Saffron Waste. His unusual scaled body made him a curiosity, but his aunt, a patient mason named Mairen, taught him to read the desert by the way sand gathered around stones. He grew into a scout and courier, using his quiet step and excellent memory to guide travelers between scattered wells. During a drought, he was hired to escort a water-finder called Osric. The route was sabotaged by a local magistrate's men, and Gharzun watched a whole caravan die of thirst while he escaped with the map that proved who had stolen their water. That failure changed his creed: he would no longer sell safe passage only to those who could pay. He now works from the abandoned pumphouse at the old caravan stop called Tallowpress, smuggling water and people past the magistrate's patrols. His aunt still repairs his gear, while Osric, who survived but lost a hand to the desert, sends him terse warnings from the city. Gharzun is trying to expose the water theft without bringing reprisals down on the settlement that sheltered him.

Role in the story

A wary ally and guide whose routes can carry the party into the desert's hidden conflict. He can provide evidence against a corrupt authority, but his priorities may put refugees ahead of the characters' timetable.

“He grew into a scout and courier, using his quiet step and excellent memory to guide travelers between scattered wells.”
From their background
Faction
Independent courier and protector of the Tallowpress refuge; opposed to the magistrate's water-hoarding operation.

Known connections

Mairen, his aunt and a caravan mason, maintains his equipment and refuses to let him carry the burden alone.
Osric, the injured water-finder, passes him warnings and evidence from the city, though neither trusts the other's judgment completely.
The families at Tallowpress shelter fugitives and depend on Gharzun's routes, making his secret work dangerous for them.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Gharzun into a sheet

A high-res, share-ready sheet you can post or print.