Cotmafo Petty-Meeker
Male Halfling Hunter
He is an adult halfling with blue eyes, blond hair in a bun, bushy sideburns, and light pink skin.
Personality Traits: Evasive.
Alignment: neutral.
Born: 744 AC (Age 57)
Orientation: Hetrosexual
Home: Huntsman
Settlement: Badocworth
Spouse: Dald Petty-Meeker
Mother: Salvlda Meeker (Deceased)
Father: Nicoloc Meeker
Siblings
- Arantia Rhielipup - age 60 ♀
- Sadocrim Meeker - age 58 ♂
- Wilibaldso Meeker - age 42 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 12 | 10 | 11 | 10 |
| -2 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 10 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Crossbow, light. Ranged Weapon Attack: +3 to hit, range 80 / 320 ft., one target. Hit: 1d8 piercing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +2
Abilities:
- Lucky. When Cotmafo rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Cotmafo has advantage on saving throws against being frightened.
- Halfling Nimbleness. Cotmafo can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 25 gp | Crossbow, light | A Simple Ranged weapon. 1d8 piercing damage. Range: 80/320. Properties: Ammunition, Loading, Two-Handed | 5 lbs. |
| 1 | 1 gp 5 sp | Electrum ear stud | A plain electrum stud, with a pin & clasp. | |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Dald" engraved on the inside. | |
| 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 | 9 sp 9 cp | Money Pouch | Cotmafo's money pouch. It has 8 sp and 19 cp in it. | ½ lb. |