Tarquin

Tarquin

Jester, Tiefling, Rogue, Neutral

Description

Petite non-binary tiefling in patched motley, horns braided with ribbons and tiny jeweled bells. Ember-gold eyes, dusky skin, crescent tail tucked in a sash that hides a slender dagger. Bright, bell-like laugh cloaks a razor wit; jests to pry buried truths.

Tarquin

Medium Humanoid, neutral

AC 14 (studded leather and patched motley)

Initiative +3 (13)

HP 59 (8d8+24)

Speed 30 ft.

ModSave
Str10+0+0
Int12+1+1
ModSave
Dex16+3+6
Wis12+1+1
ModSave
Con16+3+3
Cha14+2+5

Senses Passive Perception 11

CR 5 (XP 1,800; PB +3)

Traits

Fiendish Heritage. Tarquin’s infernal blood occasionally steadies her nerve and sharpens her wit. When she is subjected to a condition, she has advantage on the next saving throw against that same condition before the end of her next turn.

Jester’s Misdirection. Tarquin gains a +2 bonus to AC against one attack that targets her if she is within 5 feet of at least one creature and isn’t incapacitated.

Crescent-Tail Dagger (Grapple Setup). Tarquin can use her prehensile tail to control an opening in a foe’s guard. Once per turn when Tarquin hits a creature with her dagger, she can attempt to grapple the target (escape DC 13).

Actions

Multiattack. Tarquin makes two attacks with her razor-tipped dagger or her Hellfire Lamprey.

Razor-Tipped Dagger. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (1d4+7) piercing damage.

Hellfire Lamprey. Ranged Spell Attack Roll: +6, range 30 ft. Hit: 16 (3d6+3) fire damage.

Bell-Joke (Recharge 5-6). Tarquin targets one creature she can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or become blinded until the start of Tarquin’s next turn as the bells and bright laughter disrupt their focus. If the saving throw succeeds, the target takes 7 (2d6) psychic damage and isn’t blinded.

Backstory

Raised among traveling players after being left in a rain-slick alley, Tarquin apprenticed to a disgraced court fool. She learned to hide steel beneath song and trade laughter for whispers. Exiled for revealing a lord’s plot, she now roams courts and taverns collecting secrets.

Personality

Bright, ringing laughter that hides a razor wit. Plays fool to unmask lies; uses jokes as probes and barbs. Warm to commoners, scornful of pomp. Curious, observant, and secretive—trust must be earned. Loyal to those she chooses, dangerous to those she mocks.

Voice

High, bell-tinged laugh; quick, sing-song cadence. Clever quips and barbed asides. Warm, conspiratorial with commoners; syrupy, mocking politeness for nobles. Hides steel in a low, sharp hush when serious. Punctuates jokes with theatrical flourishes and clipped wit.