Peep
Peep
Born to a den of kobolds that infested the mines of Krazax, he grew up stealing from the dwarves to survive, until one day he discovered a small tin horn.
Peep loved his horn, so much that he might have caused a few mishaps around the kobold den, his playing late into the night, his tooting causing others to drop their things in fright, the noise was loud enough to lead dwarven pest controllers closer to the location of their den.
For the sake of the clan, and for the sake of kobold hearing he was exiled.
Having grown up in exile, his common is spoken in broken words ,he has the habit to drop to all fours to run. despite the early struggle that he has gone through, his view of the world is still very innocent.
Having recently started to record stories that he has heard into a number of books, Peep knows the difference between stories and reality, but is now attempting to mimic them, for better or for worse
Physical Description
General Physical Condition
Short and squishy, even for a kobold. While not particularly strong he is quite agile.
Body Features
Small smooth scales cover his body, giving a soft appearance until closer inspection, much like that of a gecko. Bright orange colouration with countershading extending across the front of his body.
Facial Features
Thick neck leading up to a small reptilian head, his snout is quite short, and has a mouth filled with pointy "all purpose" teeth.
Identifying Characteristics
Countershading that fades into a pattern of spots on his underside extending to his tail.
Toothy, friendly smile that is occasionally missing teeth.
A number of small scars from falling in combat.
Physical quirks
Walks with a slight waddle, when sprinting he scampers on all fours
Special abilities
Is cute
Apparel & Accessories
Particularly likes the colour blue as he thinks it looks good with the colour of his scales.
Likes to attach decorations to his equipment, in particular a bright purple set of feathers tied to his shield.
Specialized Equipment
Carries a tower shield that is taller than himself, though it is no larger than a regular shield for a medium sized race, when not equipped it is carried behind his back horizontally.
Mental characteristics
Education
Basic training in music, reading and writing common from an idealistic bard from Peep's past.
Martial training from fellow adventurer's, most notably Rauth'k and Arakokana .
Learnt to read and write common effectively from Muse.
Education and continued tenure at the Bard's College.
Accomplishments & Achievements
Survived the Arena of Thundertown, though he refused to fight the champion, a decision that he doesn't regret.
Failures & Embarrassments
Is ashamed of his past
Mental Trauma
Due to the events at the world wanderer's outpost Peep has a minor fear of Dolten and the outpost in Dolten
Morality & Philosophy
Believes that evils are motivated by fear.
Taboos
Doesn't like killing, but does so to survive.
Personality Characteristics
Motivation
Friends and family are the most important things for Peep.
Savvies & Ineptitudes
Skilled at cooking, though more due to the fact that he will continue to try until he succeeds.
Likes & Dislikes
Likes hugs, the feeling of being protected by someone stronger than himself.
Virtues & Personality perks
Cheery exterior, desire to learn and improve self.
Vices & Personality flaws
Constantly scared, though does well to hide it.
Personality Quirks
Rubs back of head when embarrassed
Social
Family Ties
Adopted by Felegras.
Partners with Muse
Social Aptitude
Cheerful and friendly, is often seen as cute and disarming by most individuals.
Comes off as naive, but is reasonably intelligent when it comes to helping others.
Hobbies & Pets
Likes to collect mementos, keeping them on his person or in his room at the college.
Speech
Speaks in a high pitched voice, yippy, voice. Usually speaks in short sentences and refers to himself in third person when speaking common.
Wealth & Financial state
Gold
21619gp 5spMagic Items
The Pack Master’s MantleCloak - Attunement - Minor Very Rare (3,500gp)
This dire wolf pelt has kept its head and its eyes glow yellow to signify the primal magic put into it. A werewolf tooth that has been enchanted with the Polymorph spell through the power of music and has replaced one of the teeth of the dire wolf head. When worn, the head can be pulled over the wearer’s head like a hood to cover the upper half of the face, and the limbs can be wrapped around the wearer’s arms and legs with attached vines to give the illusion of a more wolf based creature.
When attuned to this item, you're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, have advantage on Wisdom (Perception checks), and you have advantage on Wisdom (Survival) checks made to track a creature. Additionally, you can attempt to hide even when you are only lightly obscured.
Howl With Me!: As an action, you can let loose a howl mimicking a wolf's, the paltry mimicry becoming the genuine article in time. For 1 minute, you are under the effects of the Polymorph spell turning you into a Dire Wolf (no concentration required). Up to 4 allies you can see within 60 feet of you that can hear you can add a d6 to an attack roll once per turn for the duration. Additionally, all enemies within 30 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for the duration. A frightened creature can repeat this saving throw at the end of each of their turns, ending the effect on itself on a success. Once you have use this ability, you cannot use it again until you finish a long rest.
Kobold Tower Shield
Shield – Minor Uncommon (250 gp)
AC +2 – 10 lbs.
Strength: -
Stealth: -
Special: You gain half-cover while wielding this shield, but also disadvantage on attack rolls against targets within 5 feet. 20 lbs
This tower shield can only be wielded by small creatures.
Protective Presence: You can use a bonus action to place an ally within 5 feet of you under this shield’s protection, giving the ally half-cover until the end of your next turn. The ally must stay within 5 feet of you in order to benefit from this ability. You can use this ability three times, and expended uses refresh each day at dawn.
Hunker Down: You can spend an action to give yourself three-quarters cover for 1 minute. You cannot use this ability again until the next dawn. This tower shield was crafted for and must be wielded by a small creature.
You have half cover while you have the tower shield equipped, but you have disadvantage on attacks against targets that are within 5 ft. of you.
Freezing Hatchet
Attunement – Major Rare – 1150 gp
Light, Finesse, Thrown.
Range: 30/70 - 2lb
This Handaxe has been enchanted with Wall of Water and Ice Knife, its handle carved from the wood of an ash, and its balance ensured, and improved, by a forgechild. Its head is cold to the touch, and collects a small layer of frost across the face of the axe itself.
This item has 3 charges that are regained at the end of a long rest.
Frozen Bite - This weapon does an additional 1d4 cold damage.
Ice Cold - This axe can be used to freeze large areas. As an action, you can expend a charge and embed the axe head into the ground and freeze a 15 foot radius. Every creature must make a DC 14 Constitution saving throw or be grappled. This save can be repeated at the beginning of each turn at no cost. The axe is then stuck in the ice until an action is used to remove it or 3 rounds pass, where the ability stops and the ice melts away.
Icy Wall - As an action, you can expend a charge to slam the axe into the ground to create a wall of ice that is 10 feet tall, 10 feet long, and 5 feet wide within 5 feet of the handaxe. This ice has 12 AC and 20 HP. When reduced to 0 hit points it shatters. This wall lasts 5 rounds or until shattered.
[Base Material, Enhancement, Adornment, Spell Invocation x2]
Peep’s Grappling Hook
Grappling Hook – Minor Rare - 1200gp
The item itself is quite small as it is made by a particularly small kobold, allowing it to be coiled up into a reasonably compact bundle. The claws of the grappling hook are all made to lie flat against a surface, instead of the claws catching onto a ridge it relies on the the sticky nature of the “hook” to connect it to a surface.
The head of this hook is quite sticky. While it is in your hand, you can use a bonus action to throw it at any flat surface within 50 feet of you. The hook is magically secured to that surface for 5 minutes or until you pull it back as a bonus action. This rope can hold up to 1000 pounds before breaking.
Panic Shot: As a reaction to falling 10 feet or more, you can activate this item to shoot out and attach to a flat surface within 50 feet of you. The other end wraps around you, securing you for one minute, or until you pull it free as a bonus action. This ability can only be used once each day, refreshing at dawn.
[Base Material, Enchantment (2 spells)]
Hide of Calm Waters
Leather Armor – Minor Rare – Attunement
Leather armor with a river pattern that magically flows While wearing this armor, your dexterity score is increased by 1. Bludgeoning weapon damage is reduced by 2 when wearing this armor. Whenever you would attack a creature with advantage, you deal an additional 1d4 psychic damage. (A Performance is Demanded of You, Prestige Reward)
Spiny Chains
Modified Caltrops – Common (100gp)
This length of chain has been expertly welded and covered in caltrops, allowing you to lay it out in a 5 foot wide and 20 foot long line as an action. One of the spaces must be within 5 feet of you when laying it out, but the orientation of the chain is up to you. Picking up the chain is an action as well.
Entering the chain’s area counts as entering an area of caltrops.
Slippy Net
Magical Net – Common (150gp)
This net has been covered in a mixture of oil and soap, making it exceedingly slippery.
The DC a creature must meet with a Strength check to free itself from the restrained condition of this net increases to 11. If a creature does attempt a Strength check to free itself from being restrained by this net, failure also causes the creature to drop any held items.
You can place the net on the ground as an action to cover a 5 foot space. If you are proficient with Disguise Kits, you can also spend a bonus action in attempt to hide it with a Dexterity (Stealth) ability check. Any ability checks to notice the net are contested against the result of your Stealth check.
If a creature enters the space of the placed net, they slip and fall prone unless they make a DC 11 Dexterity saving throw.
Extreme Kobold (Net) Thrower
Net Launcher – Major Uncommon (900gp)
[-- Damage, Ammunition (15/45 Range), Loading, Two-Handed, Special, .5 lbs] This oversized obsidian colored Launcher is a magically modified crossbow. It is surprisingly light to hold, almost as if it were floating in your hands.
This Launcher can only fire nets and uses them as ammunition. Additionally it uses the net's special property as described in the PHB
Luminous Lodestone
Wondrous Ball - Major Uncommon (800 gp)
A small faintly glowing metal orb that emits a blinding light when thrown, looks like a metallic gobstopper.
This ball can be thrown 30 feet and does no damage on impact.
Thunderbang - As a bonus action, you can activate this metallic ball. At the beginning of your next turn, it emits a short ear-piercing sound that deafens those within 15 feet of it until the end of their next turn. This ability can only be used once, and refreshes at dawn.
Kobold's Confounding Cloud
Iron Ball - Minor Uncommon (250 gp)
0.5 lbs This small iron ball, which is 1 inch in diameter, has been enchanted with Fog Cloud.
Smoke Bomb: You can use an action to throw the ball at any square you can see within 40 feet. When thrown in this way, it releases a cloud of fog within a 10 foot radius, centered on where it landed. This cloud persists for 2 rounds and spreads around corners. You cannot use this ability again until the next dawn.
Father's Love
Plushy - Major Uncommon
This iguana plush as been carefully sown by Arakokana Felegra, and enchanted by her husband Seian with Spirit Shield. It is made as a gift for one of their children.
When this iguana plush is squeezed, the creature that squeezed it gains 1 temporary hit point that lasts until their next short rest. They are filled with a sense of safety and protection, as if they have a guardian watching over them.
A creature cannot benefit from this effect again for 10 minutes. You must be holding this plush to use this ability.
Bewildering Bolt
Magical Crossbow Bolt - Minor Uncommon - 125gp
This crossbow bolt has a small and strange look to it, odd effects circulating from the shaft to the tip, almost playful in nature.
When you hit using this bolt, the target has disadvantage on their next attack roll. Additionally, they suddenly feel as though they stink horrendously. This bolt breaks upon use.
Arcane Unlocker
Wondrous (Clockwork Device) - Minor Rare - 1455gp
1lb.
This small circular clockwork device, magically reacts to any lock that it comes in contact with, whirring and spinning until it eventually breaks through the pesky lock it is attached to. If you are within 5 feet of an object, such as a door, a a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access, you can use an action to apply this item onto it for ten minutes. After which, the object, if it is held shut by a mundane lock, stuck, or barred, becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, following the ten minutes for unlocking, that spell is suppressed for ten minutes, during which time the target can be opened and shut normally. After the ten minute unlocking process is complete, roll 1d4. On a 1, the Arcane Unlocker produces a loud clank, audible from as far away as 300 feet. On any other roll, no sound is made. While you are unlocking an object with this item, any thieves' tools checks on that object recieve a +1 bonus. After an object has been unlocked this way, you cannot use this item again until you finish a short or long rest.
Oh shit it's PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP