STR 13 (+1)
DEX 12 (+1)
CON 13 (+1)
INT 13 (+1)
WIS 18 (+4)
CHA 14 (+2)
HP 43
AC 12 (Leather
armor)
Traits:
Darkvision
Dwarven Resilience
Stonecunning
Languages: Common, Dwarvish, Druidic
Proficiencies: +3
Armor: Light, Medium, Shields (no metal)
Weapons: Battleaxe, Handaxe, Throwing hammer, Warhammer,
Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles,
Slings, Spears
Tools: Smith’s tools, Navigator’s tools, Vehicles-Water,
Herbalism kit
Saves: Intelligence +4, Wisdom +7
Skills: Animal Handling +7, Athletics +4, Perception +7,
Survival +7
Feats:
Ship’s Passage
* * *
Wild Shape (CR 2, No Flying)
Druid Circle: Circle of the Moon
- Combat Wild Shape
- Circle Forms
- Primal Strike
Spellcasting:
Spells Known: 11
Spell DC: 15
Atk Mod: +7
At-Will (3): Guidance, Poison spray, Resistance
L1(4): Detect magic, Fog cloud, Healing word, Thunderwave
L2(3): Barkskin, Hold person, Moonbeam
L3(3): Dispel magic, Water breathing, Water walk
L4(1): Icestorm
Equipment:
Battleaxe. Melee; +4 to hit; deals 1d8 +1 slashing;
Versatile (1d10).
Club. Melee; +4 to hit; deals 1d4 +1 bludgeoning; Light.
Leather armor. Light armor; AC 11 + Dex Mod.
50 ft of silk rope, a lucky charm, a set of common clothes,
a belt pouch with 10gp.
Elgrin Uldarr isn’t a resident of Ordotown, but a frequent
visitor. The gray-bearded dwarf is the captain of a smuggling vessel, The Sea Worm. Uldarr drops anchor in
Deadwater Bay at least once a season. Usually, he drops off supplies for Madame
Nightcoin. More rarely, he ferries passengers to and from Ordotown for a nice
profit. He keeps his mouth shut and
never does anything for free. Those who try to force concessions from the dwarf
usually find themselves suddenly facing a growling tiger or snarling dire
wolf. Most don’t survive the experience.
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