"Havoc" Nora

Female Orcish Bandit

She is an adult orc with black eyes, short curly dark-brown hair, and medium green skin.

Personality Traits: Extroverted, Humorless, Tense.

Alignment: neutral good.

Born: 775 AC (Age 25)

Orientation: Hetrosexual

Home: None

Settlement: Bandit Camp

Statistics

STRDEXCONWISINTCHR
12 11 11 8 10 12
+1 -1 +1

ACHPPassive
Perception
Speed
11 16 9 30 ft.

Alignment: neutral good

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Skills: Intimidation +3, Sleight of Hand +2, Deception +3, Stealth +2

Abilities:

  • Relentless Endurance. When Nora is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Nora can't use this feature again until you finish a long rest.
  • Savage Attacks. When Nora scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Sneak Attack. Once per turn, Nora can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Nora knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Common, Orcish

Inventory

Quantity Value Item Description Weight
1 12 gp 5 sp 7 cp Amethyst pewter chain bracelet A short chain of tiny pewter links, with a small amethyst attached.
1 Comb A comb.
8 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 1 sp 6 cp Large copper ear hoops A pair of large copper hoop earrings.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 5 gp 2 sp 9 cp Money Pouch Nora's money pouch. It has 3 gp, 20 sp and 29 cp in it. 1 lbs.
1 25 gp Thieves' tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. 1 lb.

Download as Fantasy Grounds NPC

Send Feedback