Pip 'Squelch' Lumens, a Grung Monk — D&D 5e NPC portrait
#0141

Pip 'Squelch' Lumens

"Curator of Calm"

Grung Monk (Way of Shadow) CG Lvl 6 Far Traveler

Female (She/Her) · Young Adult (8 years old)

Ability Scores

STR
10
+0
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
12
+1

Combat

Armor Class
16
Unarmored Defense
Hit Points
45
Hit Dice: 6d8
Initiative
+4
Speed
25 ft., climb 25 ft.
Proficiency
+3
Passive Perception
15

Attacks

Soothing Slap (Unarmed Strike)+71d6 + 4 bludgeoning
Shadow-Weave Dart+71d4 + 4 piercing

Personality

Personality

Whispers even when shouting is required; constantly adjusts her oversized yellow hat; makes a wet 'shloop' sound when she sits down; critiques the 'garish' lighting of magical spells mid-combat.

Ideal

Tranquility. A world that is dim, quiet, and properly tucked in is a world that is happy.

Bond

The Dimmed Wick, her shop where she stores jars of 'premium artisanal gloom.'

Flaw

Genuinely believes that people being 'conscious' is a temporary condition she is obligated to fix.

Backstory

Born into the rigid caste system of the Grung, Pip was an orange-skinned anomaly who found the vibrant, screaming greens of the rainforest physically painful. To her, the jungle wasn't a home; it was a cacophony of 'loud colors' and 'shouting leaves.' She fled the canopy and found her way to a desolate coastal lighthouse, where the rhythmic, grey pulse of the sea and the steady, rotating beam of light taught her the beauty of controlled illumination. It was there she realized the world was suffering from a terminal case of 'too much noise.'

She eventually migrated to the city, setting up a workshop called 'The Dimmed Wick' on the foggy docks. Pip doesn't see herself as a rogue or a killer, but as a cosmic repairwoman. One evening, while staring at the night sky, she concluded that stars weren't divine beacons, but rather structural failures—leaks in the roof of the world letting in 'outside light' that keeps everyone awake. She now spends her nights practicing the weaving of 'Sky-Plugs,' physical manifestations of shadow intended to eventually reach the firmament and finally give the world a proper night's sleep.

Abilities & Actions

The Gift of a Quiet Nap (Costs 2 Ki)

As an action, Pip can cast Silence or Darkness without material components. When she casts Silence, she often drops from a height to physically wrap the target in a 'shadow-cocoon.' Creatures within her Silence aura have advantage on saving throws against stress or fear-based effects, as they feel oddly tucked-in.

Shadow Step (Bonus Action)

While in dim light or darkness, Pip can teleport up to 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of her turn—which she usually uses to deliver a 'soothing' slap.

Squelch’s Aesthetic Critique (Reaction)

When a creature Pip can see within 30 feet deals fire, radiant, or lightning damage, Pip can use her reaction to weave a strand of shadow from her glass jars. The target must succeed on a DC 13 Wisdom saving throw or be distracted by her lecturing them on 'mood lighting,' giving them disadvantage on their next attack roll.

Poisonous Skin (Passive)

Any creature that grapples Pip or hits her with a melee attack while within 5 feet of her must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Pip’s poison doesn't cause pain; it causes intense, uncontrollable drowsiness.

DM Notes

Pip speaks in a hushed, reverent tone like a librarian in a cathedral. She should never be played as aggressive, even when attacking—she treats combat like she's a tired mother putting rowdy children to bed. Sample dialogue: 'Shhh, shhh... too much shouting. Your sword is very shiny, it’s hurting my eyes. Let’s put it away and have a nice, long sit in the dark, yes?' Her deal-breaker is anyone who deliberately casts Daylight; she will view them as a 'vandal of the atmosphere.'