Name: Haturu Irongrasp
Race: Hobgoblin / Class: Fighter / Level: 1
Attributes
Str: 18 / +4
Dex: 11 / +0
Con: 18 / +4
Int: 13 / +1
Wis: 14 / +2
Cha: 13 / +1
Saves
Str: +6
Dex: +0
Con: +6
Int: +1
Wis: +2
Cha: +1
Info: AC: 16/18 (Chain or Chain + Shield) / Ini: +0 / Prof: +2 / HP: 14
Longsword: Attk: +6 / D: 1d8+4 / R: Melee
Dagger: Attk: +6 / D: 1d4+4 / R: Thrown
Shield Bash: Attk: +6 / D: 1d6+4 / R: Melee
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit
Traits (Hobgoblin): Darkvision. Martial Advantage (1/Short Rest): Once per Short Rest, a Hobgoblin may deal a bonus 2d6 damage when attacking a target that is within 5 ft. of the Hobgoblin's ally.
Skills: Athletics: +6, Intimidation: +3, Perception: +4 (Passive: 14), Survival: +4
Fighting Style (Two-Weapon Fighting): A Fighter adds their attribute to their off-hand attacks.
Second Wind (1/Short Rest): Regain 1d10 + Level (1) in lost hit points.
Notes
- Haturu is a Hobgoblin Fighter who was part of the same group of smugglers operating out of the Guisman Manor, south of Saltmarsh, before being offered to switch sides in exchange for his life by a band of adventurers that were investigating the manor.
- He is a clanless Hobgoblin, which means he is often viewed with dishonor by fellow Hobgoblins who have retained their marks. Gold and comforts are what interest Haturu.
- He has two other battle brothers, other clanless Hobgoblins, who are serving with the smuggler group deeper in the caves. Will he be forced to draw blades against them?
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