Physical Description
Tor-Vex-San is an awkwardly tall "Dragonborn" with exaggerated draconic features. Their coat is far too long, and they shuffle strangely, with occasional bumps and strange noises from "their stomach." The "face" (Tor, the head kobold) often overacts, speaking in an overly dramatic deep voice, while Vex (the middle kobold) controls the arms, and San (the bottom kobold) struggles to maintain balance.
Personality and Motivation
Tor-Vex-San is a mix of personalities trying to act as one:
- Tor: The leader, dramatic and overconfident. Loves storytelling and adores being the "head" of the group.
- Vex: The schemer, practical and clever, often whispering tactics to the others. Handles most of the spellcasting.
- San: The excitable and clumsy one, who provides comic relief but secretly holds the team together.
Their primary motivation is to achieve "greatness" by being recognized as a real Dragonborn hero, inspired by a picture of a traveler they idolize. They are out to impress, amass fame, and maybe pocket a little gold along the way.
Fighting Strategy
Tor-Vex-San prefers to avoid direct combat, relying on spells, deception, to manipulate the battlefield. They distract and confuse enemies while bolstering their allies with inspiration. If forced into melee, their coordination falls apart hilariously as they flail with their rapier.
Stat Block
- Armor Class (AC): 16 (Leather armor + Dex)
- Hit Points (HP): 60 (divided into three 20 HP pools; each kobold controls one-third)
- Speed: 25 ft. (slightly slower due to the trench coat shenanigans)
STR- 8 |
DEX- 18 |
CON- 6 |
INT- 16 |
WIS- 10 |
CHA- 20 |
-1 |
+4 |
-2 |
+3 |
0 |
+5 |
| Proficiency Bonus: +2 | Passive Perception: 10 |
Saving Throws and Skills
- Saving Throws: Dexterity +4, Charisma +6
- Skills: Persuasion +8, Deception +6, Performance +6, Insight +4
- Vulnerabilities: Prone to being exposed as three kobolds (if a critical failure occurs on a Dexterity save).
Equipment
- Long, patched trench coat
- Enchanted Short Sword: +4 to hit, 1d8 + 2 piercing damage
- Worn out Fiddle (focus for their spellcasting)
- Pouch of shiny rocks and a single gold piece (prized possessions)
Abilities
- 4 Free hands- Tor-Vex-sam can take 2 actions per round, as Tor and Vex both have free hands (however only 1 of these actions can be a spell, as only Vex is a caster)
- Unsettling Words- As a bonus action, Tor-Vex-San can expend a Bardic Inspiration die to subtract the roll from a creature's next saving throw (DC 14).
- Bardic Inspiration (4/Long Rest)- Tor-Vex-San can inspire allies, granting a d6 bonus to attack rolls, ability checks, or saving throws within the next 10 minutes.
- Improvised Coordination- If Tor-Vex-San is subject to forced movement or knocked prone, they must make a DC 12 Dexterity saving throw. On a failure, one kobold "falls out" of the disguise for 1 round, reducing their actions by one and imposing disadvantage on Deception checks.
Actions
- Short Sword- Melee Weapon Attack: +4 to hit, 1d8 + 4 piercing damage.
- Dagger- Melee weapon attack: +4 to hit, 1d4+4 peircing damage
Spells
At Will
- Vicious Mockery: DC 14 Wisdom save. 3d4+5 Psychic damage and disadvantage on next attack roll.
- Mage Hand: Used to sneakily adjust their trench coat.
- Minor Illusion
- Charm Person: DC 14 Wisdom save. Charm a humanoid for 1 hour.
- Disguise Self
3 Times Per Day
- Silvery Barbs: Reaction to impose disadvantage on a roll, granting advantage to an ally.
- Fearie Fire: Concentration, 20ft cube, targets make a DC 16 Dex save, granting advantage on targets if they fail
- Heroism: Concentration, 2 willing creatures are immune to being Frightened, and gains 5 temporary HP at the start of each of thier turns, last for 1 min
- Nathair's Mischeif: concentration, 20ft cube, roll a 1d4 to determin the effect. 1- Smell of apple pie fill sare, DC 16 cha save or become charmed. 2- Flowers sprout all around and then spray them in the face, DC 16 dex save or be blinded for the next round. 3- DC 16 wis save, or be overcome in a fit of giggles and run in a random direction. 4- A barrel of molasses drops from the sky, making it difficult terrain.
2 Times Per Day
- Dissonant Whispers: DC 14 Wisdom save. Deals 3d6 psychic damage and forces the target to move away.
- Suggestion: DC 14 Wisdom save. Compels a creature to follow a reasonable course of action for up to 8 hours.
- Major Image
- Stinking Cloud: Consentration, 40ft circle, nausiating purple gas. DC 16 con sav for anyone in the circle, on failure they are overcome with nausia and spend their action vomiting until they leave the gas.
1 Per Day
- Animate objects: consentration, pick 10 small objects which then come to life and under your command. As a BA, can command the creatures to take an action.
- HP- 20, AC 18. Attack bonus, +6. Deals 1d8+4 damage.
- He will pick a pair of Rapiers on his back, the 2 daggers on his blt, and 4 random items around him.