Pip-Pip 'The Gallant', a Kobold Warlock — D&D 5e NPC portrait
#0255

Pip-Pip 'The Gallant'

"The Gilded Claw of the Summer Court"

Male (He/Him) · Young Adult (8 years old)

Ability Scores

STR
7
-2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
11
+0
CHA
18
+4

Combat

Armor Class
15
Kitchenware 'Studded Leather' + Dex
Hit Points
33
Hit Dice: 5d8
Initiative
+3
Speed
30 ft.
Proficiency
+3
Passive Perception
10

Attacks

The Knight's Needle+61d6+3 piercing + 3d6 radiant
Eldritch Blast (Fey Spark)+71d10+4 force

Personality

Personality

He speaks in an exaggeratedly formal, high-pitched dialect, often misusing 'thee' and 'thou.' He offers a sweeping bow to everyone from queens to stableboys and constantly adjusts his 'armor' to make sure it sparkles in the sun.

Ideal

Chivalry. 'A true knight is not measured by the length of his sword, but the depth of his heart.'

Bond

The water-damaged book of romances. It is his bible, his map, and his proof that a better world exists.

Flaw

He is utterly terrified of almost everything. His 'bravery' is actually a high-functioning panic attack masked by theatrical flourishes.

Backstory

In the grease-choked dark of the Oakhaven sewers, Pip-Pip was merely 'Unit 44,' a trap-fitter destined to die by a faulty spring or a hungry rat. His life changed when a discard from the surface—a water-logged, mold-eaten copy of 'The Lays of Sir Valerius'—drifted into his workspace. While his kin chewed on the leather binding, Pip-Pip dried the pages by a bioluminescent fungus and learned to read. He found a world of soaring towers, shimmering silk, and the radical concept that a person’s worth was measured by their kindness rather than their hoard. He began to practice his 'courtly bow' in the muck, much to the mockery of the warren.

His ascension was a beautiful accident. During a particularly lonely night, Pip-Pip climbed a ventilation shaft to see the moon and began a high-pitched, tearful recitation of a sonnet to the stars. The sheer, unadulterated sincerity of the moment caught the ear of Lord Thistle-Down, a minor Archfey of the Summer Court who was passing through the Material Plane. Thistle-Down found the image of a sobbing, sewer-stained kobold promising to 'defend the weak with heart and scale' so delightfully absurd that he granted Pip-Pip a spark of fey nobility on the spot. Now, Pip-Pip wanders the surface world, convinced he is a knight of legend.

He has traded his wrench for a needle-thin rapier and his rags for 'armor' made of polished brass ladles and pot lids. Every time his kobold instincts scream at him to flee from a shadow, he forces his trembling knees to lock, touches the soggy book tucked into his sash, and charges forward with a high-pitched battle cry that sounds more like a sneeze than a challenge. He doesn't just want to be a hero; he wants to prove that even the lowliest creature can possess a soul of pure, radiant gold.

Abilities & Actions

Trembling Flourish (Reaction, 3/Day)

When a creature Pip-Pip can see targets him with an attack, he may perform a desperate, theatrical bow. The attacker must succeed on a DC 15 Wisdom saving throw or have disadvantage on the attack roll as they are momentarily confused by Pip-Pip's sheer, shaking audacity. If the attack misses, Pip-Pip can move up to 10 feet without provoking opportunity attacks.

Kitchenware Clatter (Passive)

Pip-Pip’s armor is made of polished brass kitchen utensils. While in bright light, he has advantage on Charisma (Persuasion) checks to impress others with his 'shining' presence. However, he has disadvantage on Dexterity (Stealth) checks due to the constant metallic clinking of spoons and ladles.

The Knight's Needle (Action)

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) radiant damage. This attack is infused with the Summer Court's light; if the target is an Undead or a Fiend, they must succeed on a DC 15 Charisma saving throw or be outlined in a pink fey glow (as the Faerie Fire spell) until the end of Pip-Pip's next turn.

Misty Escape (1/Short Rest)

In response to taking damage, Pip-Pip can use his reaction to turn invisible and teleport up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks or casts a spell.

DM Notes

Pip-Pip should be played as someone who is failing upwards through pure earnestness. Use a voice that is high-pitched and slightly breathless, as if he's always on the verge of running away but choosing to stay. Gesture: He frequently taps the hilt of his rapier and stands on his tiptoes to appear taller. Reaction: If called a 'monster,' he doesn't get angry; he gets profoundly sad and offers the offender a flower or a quote from his book to change their mind.