This Mind of Mine
Domori Wormtooth Level 2 Lurker
Small fey humanoid XP 125
Initiative +8 Senses Perception +2; low-light vision
HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12
Dagger (standard; at-will) Weapon
+7 vs. AC; 1d4 +3 (minimum 1) damage.
Domori Wormtooth deals an extra 1d6 damage on melee and ranged attacks against any target he has combat advantage against.
Fade Away (immediate reaction, when Domori Wormtooth takes damage; encounter) Illusion
Domori Wormtooth turns invisible until he attacks or until the end of his next turn.
If Domori Wormtooth has cover or concealment when he makes an initiative check at the start of an encounter, he can make a Stealth check to escape notice.
Alignment Unaligned Languages Common, Elven
Skills Bluff +9, Diplomacy +9, Stealth +11
Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Equipment leather armor, dagger
Domori Wormtooth’s Tactics
Domori will hide or run from combat rather than engage or participate at all. He will only fight if he is assured that no harm will come his way or if he absolutely must and may even try to talk his way out of such a situation.
Domori Wormtooth is a traveling merchant with many connections. He has business arrangements with several members of the Saverius Academy, the Shinoyoru Kengo, and even members of Gernaris’ noble courts. He’s a gnome of Barbagezi descent, his pale skin speckled with blue freckles and dark hair showing the occasional icy streak. More often than not, Domori is loaded with so many goods he can hardly carry them himself. If he can afford it, he will have a beast of burden or even at times a mercenary turned pack mule. He’s a jovial sort who is interested only in making good deals and being liked enough for repeat business.