Nix Tindlewick
Knows about a secret entrance into the thieves' guild hideout—if the price is right.
- Size
- Small
- Alignment
- Chaotic Neutral
- Armor Description
- Leather jacket with hidden pockets
- Creature Type
- Humanoid
- Formatted Speed
- 40 ft. ft.
- Formatted Saves
- Dex +4, Con +3
- Formatted Skills
- Stealth +6, Persuasion +3, Deception +3
- Formatted Senses
- darkvision 60 ft. ft.
- Hit Dice
- 4d6 + 8
- Languages
- Thieves' Cant, Common
- Proficiency Bonus
- 2
- Xp
- 200
- Walk
- 40 ft.
- Darkvision
- 60 ft.
- Passive Perception
- 10
- Dagger +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
- Pickpocket (Recharge 5-6): Can attempt to steal an item from a target within range, DC 15 Sleight of Hand.
- Uncanny Dodge: Reduces damage dealt by an attack you can see by half.
- Stealth +6
- Persuasion +3
- Deception +3
- Dex +4
- Con +3
- Contacts: A web of street contacts providing intel and favors.
- Sneak Access: Can sneak into restricted areas through networks of informants.
A wiry, quick-footed urchin with unkempt hair, darting eyes, and a sly grin, often cloaked in a patchwork coat with hidden pockets.
Knows about a secret entrance into the thieves' guild hideout—if the price is right.
To survive and thrive in the city’s underbelly, gathering secrets and favors.
Cunning and resourceful, always looking for an angle or a deal.
GM Notes
- Use contacts to introduce info or side quests.
- Can serve as an unreliable but useful informant.
- Close to the criminal underworld, avoid outright hostility if possible.