Skip to content

Neri Kall

Dwarf · Fighter (Samurai archetype, D&D 5E) · Level 20

Neri Kall

Wandering caravan guard and hired escort
“Listen, I have a plan,”
AC18
HP200/200
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Fast, fast, very fast.”
From how they speak

Voice

His voice is chest-driven and roughened by years of shouting warnings across open roads. It carries clearly over wind and wagon noise, with a dry rasp at the ends of long sentences. Excitement makes his words run together; anger makes them more forceful and less orderly, never softer.

His words tumble out with the force of someone used to calling warnings over wagon wheels and wind. He favors short, emphatic phrases, overconfident declarations, and abrupt corrections when he realizes he misunderstood. He uses plain words and vivid physical comparisons, and his stories grow more dramatic each time he tells them.

Speech patterns

Begins declarations with "Listen, I have a plan," even when he has only just noticed the problem.
Uses emphatic repetitions when excited, such as "Fast, fast, very fast."
Turns questions into confident guesses, then accepts correction with a loud, sincere "Right, that makes more sense."
Gives directions with sweeping arm gestures and occasionally points the wrong way.

How to play them

Meet his volume with clear, direct statements rather than trying to outshout him. Give him a concrete task and a person to protect, and he will commit fully. If he makes a careless assumption, correct it plainly; he may bristle for a moment, but he respects people who explain what they know and what they do not.

Goal

Find the source of the grassland well sabotage, stop it before the next dry season, and prove to himself that he can act bravely without making others pay for his choices.

Motivation

To make his strength useful to people who cannot afford a hired sword, and to learn the difference between acting quickly and acting carelessly.

Secret · GM only

Appearance

Neri has a rounded, doll-like face with delicate features that often prompt strangers to mistake him for a woman; he corrects them with theatrical indignation, then forgets the exchange. His large, round green eyes are framed by lush, thick lashes, and his messy black hair brushes his shoulders, its tips dyed a deep navy blue. A pointed fringe rests at the top of his nose bridge. His slightly tanned skin is usually dusted with grass seeds and road grit. Beneath his bare chest, his torso is lean and corded, with a narrow waist and wiry muscle built for sudden turns rather than imposing strength. He moves in bursts: a loose, swaggering sprawl one moment, then a quick, balanced pivot the next. He takes up more social space than his frame suggests, leaning into conversations and gesturing with both arms. Unexpectedly, he is an avid and exacting mender of broken pottery, carefully sealing each crack with colored resin.

Clothing

Bare-chested; loose blue pants hang low on his hips, gathered at the waist by a band of brown fur and trimmed with black fur at the ankles. He wears simple grass sandals. The arrangement is practical in warm weather, though he insists the fur is for protection against night chill.

Body language

Neri's shoulders roll loosely, and he leans in as if every conversation were a friendly challenge. His hands are rarely still: he tugs at the bandages on his sword grips, taps his chest when making a point, or reaches to steady a wobbling object. In a fight, his loose stance tightens into a compact, spring-loaded balance.

Height
4 feet 6 inches
Build
Lithe, lean-muscular, and wiry, with a conspicuously narrow waist
Eyes
Green
Hair
Black, with navy-blue tips
Skin
Slightly tanned
Age
Adult, 86 years old
Gender
Male
Size
Small

Distinguishing features

Large, round green eyes with unusually thick, long lashes.
Black shoulder-length hair with navy-blue tips and a pointed fringe ending at the top of his nose bridge.
Both katanas are chipped along their blades and wrapped in several layers of worn bandage.
He checks the sword-hilt wrappings with his thumb whenever a conversation turns serious.
Despite his rough travel clothes and loud manner, he meticulously repairs cracked pottery with colored resin.

Personality

15 traits and drives

Neri is exuberant, boastful, and startlingly generous, yet he is not especially bright and knows it only in flashes. In a crowd or a fight, he fills every pause with a declaration; alone with an injured person, he becomes careful and patient. He wants to be thought fearless but privately hates being responsible for anyone's safety. He can be tactless about appearances and titles, but is tender toward damaged things and people who have been left behind.

Alignment
Chaotic good

Quirks

He presses his thumb along the bandages on his sword handles whenever someone says his name.
He gives a tiny nod to every repaired object, as if checking that it is comfortable.
He counts unfamiliar stairs aloud but loses track if anyone talks to him.
He names every horse he meets "Captain" until told its real name, then immediately tries to remember it.
He turns cracked cups so their repaired seams face the wall, even when the repair is beautiful.

Habits

He plants himself close to whoever is speaking, then backs away only when reminded.
In a tense negotiation, he gets louder and more animated; when truly frightened, he becomes blunt and practical.
After any fight, he checks the chipped edges of both swords before checking his own injuries.
He tries to repair cracked cups and bowls wherever he stays, even if nobody asked.
When praised for bravery, he redirects credit to the nearest person and then boasts about a different, less relevant accomplishment.

Traits · 4

Loudly self-assured when he has an audience, but unexpectedly willing to admit confusion one-on-one.
Protective of strangers in immediate danger, though he may create danger by rushing in.
Embarrassed by compliments about his looks, but delighted by praise for his sword work.
Suspicious of polished professionals, yet deeply respectful of patient craft.

Flaws · 4

He mistakes confidence and volume for preparation.
He rushes toward danger before understanding what is actually happening.
He takes criticism personally at first, then replays it for days.
He is easy to distract with a challenge, a broken object, or a story involving a horse.

Fears · 3

That Ione's injury will prove he never learned the lesson she tried to teach him.
Being forced to choose between helping his family and protecting people he has just met.
That his teacher vanished because Neri's recklessness caused another student to die.

Wants and needs · 4

He wants the well sabotage stopped before the dry season.
He needs to learn when caution is a form of courage rather than cowardice.
He wants his family to know he is safe without admitting how often he is not.
He needs to decide whether to seek out Aurelo and face the consequences of his past.

Combat

AC 18 · HP 200 · 25 ft.

Neri closes quickly, uses Fighting Spirit to make his opening attacks reliable, and attacks with both katanas to overwhelm one dangerous foe. He uses Action Surge when an ally is threatened or an enemy is close to escaping. He avoids standing still against ranged attackers, using cover and his mobility to get into reach. He protects wounded companions with his body, sometimes charging before he has fully understood the danger.

Neri Kall

Small humanoid (dwarf), chaotic good
Armor Class18
Hit Points200
Speed25 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsAcrobaticsInsightIntimidationPerceptionSurvival
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Dwarvish
Extra Attack. Neri can attack four times whenever he takes the Attack action on his turn.
Fighting Style. Two-Weapon Fighting. He adds his ability modifier to the damage of his off-hand weapon attack.
Action Surge (1/short rest): On his turn, Neri can take one additional action.
Indomitable (3/long rest): When he fails a saving throw, Neri can reroll it and must use the new result.
Second Wind (1/short rest): As a bonus action, he regains hit points.
Fighting Spirit (3/long rest): As a bonus action, Neri gains 20 temporary hit points and has advantage on weapon attack rolls until the end of his turn.
Dual Wielder. Neri can fight with two non-light weapons, gains +1 AC while wielding one in each hand, and can draw or stow both weapons when he could normally draw or stow one.
Custom feature, Splinter-Cutting Step. Once per turn when Neri hits a creature with both swords, he can move 10 feet without provoking opportunity attacks. This is a personal technique, not an official class feature.

Actions

Multiattack. Neri makes four attacks with his chipped katanas. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, or if wielded in two hands. He can make one additional katana attack as a bonus action while wielding both swords.
Dagger. Neri makes a ranged weapon attack with a thrown dagger. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage.
Custom Action: Dust-Splitting Kick. Neri kicks a 10-foot-wide section of loose ground, gravel, or shallow water into the air. Each creature of his choice within 10 feet must succeed on a Dexterity saving throw or be blinded until the start of Neri's next turn. Once used, this custom trick cannot be used again until he finishes a short or long rest.

Reactions

Parry. When a creature Neri can see hits him with a melee attack, he adds 3 to his AC against that attack, potentially causing it to miss. He can do this after seeing the roll but before its effects are applied.
Opportunity Attack. When a creature Neri can see moves out of his reach, he can make one melee weapon attack against it. If the attack hits, the creature's speed becomes 0 for the rest of the turn.

Services they sell

Caravan escort and road security
Basic sword instruction for willing students
Tracking the movement of wagons and travelers across the grassland routes
Repairing cracked pottery, usually without being asked

Rewards they can give

A reliable escort through dangerous roads and grassland routes
A contact among caravan guards and route captains
A repaired clay cup with a branching, colorful resin seam
A willing ally against whoever is sabotaging the wells

Equipment

  • First katana (weapon)A worn, chipped katana with a bandage-wrapped handle. Treat as a longsword mechanically; Neri can wield it with one or two hands.
  • Second katana (weapon)A second chipped katana with a similarly wrapped grip, repaired in several places with dark cord.
  • Pottery repair kit (tool)A small collection of colored resin, a bone spatula, and cloth strips for mending cracked bowls.
  • Road kit (adventuring gear)A pair of simple grass sandals, a whetstone, a travel blanket, and a waterskin.
  • Daggers (weapon)A pair of daggers carried in his waistband.

Possessions

Two chipped katanas with bandage-wrapped handles
Pottery repair kit with colored resin
Whetstone and travel blanket
A folded note from Ione reminding him to ask questions before drawing steel
A small clay cup repaired so many times that the resin forms a bright, branching pattern

Background

Neri was raised in a dwarven quarry settlement where his mother, Nalla, shaped stone markers and his father, Oskari, repaired tools. He was never good at measuring twice, but he could feel when a stone was about to split and hear when a blade had been ground unevenly. At twenty-nine, he joined a caravan guard crew traveling through the high grasslands. During a night raid, he charged after the raiders alone, convinced he could frighten them off. The caravan's pack animals bolted in the confusion, and a young guard named Ione was badly injured while stopping a wagon from rolling into a ravine. Neri stayed with her until dawn, holding pressure on the wound and listening as she made him promise never to confuse noise with courage again. He kept the promise imperfectly. Later, he trained under a wandering sword teacher, who taught him to make two blades work like one continuous argument. The swords were gifts from that teacher, both damaged in the same disastrous practice bout. Neri has carried them ever since, refusing to replace them. He now travels between settlements, taking escort work and intervening in roadside disputes. He sends most of his pay home to his parents, visits Ione when their routes cross, and is currently trying to discover who has been sabotaging the grassland wells. He suspects a local water-rights broker, but his evidence consists mostly of suspiciously clean boots.

Role in the story

A noisy, capable ally whose investigation into sabotaged wells can draw the party into a local water-rights conflict. His impulsiveness can complicate a plan, but his instincts for protecting people and his knowledge of caravan routes make him a valuable companion.

“He was never good at measuring twice, but he could feel when a stone was about to split and hear when a blade had been ground unevenly.”
From their background
Faction
Formerly a guard for the Oskari caravan route, named for Neri's father by its first drivers; he has no formal allegiance now.

Known connections

Nalla, his mother, is a patient quarry-marker maker who keeps every letter he sends and worries he will die without a proper shirt.
Oskari, his father, taught him to listen for flaws in stone and metal. Their relationship is affectionate, but Oskari believes Neri's wandering is an excuse to avoid responsibility.
Ione, a former caravan guard, is now a route captain. She is the person whose injury taught Neri that courage without judgment can hurt bystanders.
Aurelo, his former sword teacher, gave him the two damaged blades and disappeared after a dispute over a student's reckless death.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Neri Kall into a sheet

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