Twang

### Relasions

Mother(Unmentioned), Farther(Unmentioned), Brother(Unmentioned), Neve Brownwell(Friend)

## Stats

### Skills

Athletics, Investigation, Persuasion, Deception, Slight of Hand

Twang [ˈtwɑːŋ] is a young Kenku of indeterminate gender whom was separated from their family after being pulled into Evernight. They were quickly adopted by Neve Brownfall. The pair live together on the outskirts of Mirefield.

## Appearance

Like all Kenku Twang resembles a humanoid crow/raven-like creature. They are small and relatively young by Kenku standards.

Due to the Kenku curse that means they have no voice of their own and their gender is unidentifiable however they are a member of the female sex.

They ware dark purple/blue leather armor that Neve crafted for them out of Owlbear (Waffles) skin and carry with them a longbow and several crudely made arrows.

## Behavior

Twang is a very quiet and observant person. However, while like most other citizens of Evernight they long to return home to their family they are still very welcoming and friendly and have grown very lonely due to being kept hidden with Neve.

She is very curious and fascinated by shiny objects.

## History

Twang is one of the newer members of Evernight. Having been brought to the plane after getting lost while hunting with their brother. Neve took a shine to them and the pair began working together collecting food for the growing small rebellion though they were kept unaware of the rebellion's exact goal in the hopes that Paultin would take pity on them should they be arrested.

The rebellion was indeed, a failure but both Twang and Neve managed to avoid arrest and fled to the outskirts of Mirefield. Where they currently reside.

## Abilities and Spells

### Class/Race Abilities

#### **Expert Forgery:**

You have advantage on all checks made to produce forgeries or duplicates of existing objects.

#### **Mimicry:**

You can mimic sounds you have heard. A creature can tell these sounds are imitations with an Insight check opposed by your Deception check.

**Favorite Terrain:** Arctic

* Difficult Terrain doesn't slow you/your group down.
* Always alert to danger.
* Can stealth at normal speed whilst traveling alone.
* Get twice as much food when foraging.
* Whilst tracking creatures you also learn the exact number, size and how long it has been since they pass through the area.

**Favorite Enemy:** Beast

* Advantage on Wisdom (Survival) check for tracking.
* Advantage on Intelligence checks to restore information.

#### **Dread Ambusher:**

You add your WIS modifier (+2) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.

#### **Umbral Sight:**

While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

**Fighting Style:** Archery (+2)

#### Spells

* Alarm
* Disguise Self
* Hunter's Mark

## Inventory

* Leather Amour
* x2 Shortswords (1d6 Piercing)
* Explorer's Pack
	+ Backpack
	+ Bedroll
	+ Mess Kit
	+ A Waterskin
	+ 50ft of Rope
* Longbow
* x20 Arrows