Mandima Dugsears
Female Human Veteran Adventurer
She is an elderly human with hazel eyes (behind a pair of spectacles), dyed black hair in a bun, and black skin.
Personality Traits: Personable, Downbeat, Serious.
Alignment: chaotic neutral.
She is a follower of Caspio. (CG)
Born: 745 AC (Age 55)
Orientation: Hetrosexual
Home: Adventurer's Guild Hall
Settlement: Skiphill
Spouse: Lonnie Dugsears (Deceased)
Mother: Gladys Sawyer (Deceased)
Father: Rogerus Sawyer (Deceased)
Children
- Brandas Dugsears - age 26 ♂
- Gladys Dugsears - age 14 ♀
Siblings
- Matillis Sackhand - age 53 ♀
- Septimus Sawyer - age 50 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 7 | 9 | 12 | 11 | 9 | 9 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 14 | 44 | 10 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Actions:
- Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
- Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Spear. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +3, Survival +3
Abilities:
- Action Surge. Once per day, Mandima can take an additional action on their turn.
- Multiattack. Mandima attacks twice.
Spoken Languages: Common, Gnomish (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 15 gp | Clothes, fine | 6 lbs. | |
| 1 | 1 sp 2 cp | Copper necklace | A plain copper necklace. | |
| 1 | 2 gp 5 sp 8 cp | Money Pouch | Mandima's money pouch. It has 2 gp, 4 sp and 18 cp in it. | ½ lb. |
| 1 | Pocket lint | Some pocket lint. | ||
| 1 | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. | |
| 1 | 50 gp | Scale Mail | Medium armour. Base AC: 14 + Dex modifier (max 2). Gives disadvantage to stealth checks. | 45 lbs. |
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 10 gp | Shortsword | A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk | 2 lbs. |
| 1 | 1 gp | Spear | A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk | 3 lbs. |