Andwiman Hubbard-Stratton
Male Longfoot Farmer
He is an elderly longfoot with amber eyes, a black quiff, bushy sideburns, and dark brown skin.
Personality Traits: Evasive.
Alignment: chaotic neutral.
He is a follower of Gaia. (CN)
Born: 726 AC (Age 75)
Orientation: Hetrosexual
Home: Barley Field
Settlement: Bildaville
Spouse: Isabel Hubbard-Stratton (Deceased)
Mother: Gerdawan Clough-Stratton (Deceased)
Father: Bung Clough-Stratton (Deceased)
Children
- Merimato Stratton-Whitgins (Adopted) - age 36 ♂
- Inbrad Hubbard-Stratton - age 34 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 9 | 9 | 10 | 13 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 25 ft. |
Alignment: chaotic neutral
Size: Small
Actions:
- Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +3
Abilities:
- Lucky. When Andwiman 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. Andwiman has advantage on saving throws against being frightened.
- Halfling Nimbleness. Andwiman can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | A short pencil | common | A short pencil. | ||
| 1 | 2 gp | Holy Symbol (Gaia) | common | A holy symbol in the shape of a tree. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Andwiman's money pouch. It has 9 sp and 9 cp in it. | ⅜ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. | |
| 1 | 1 gp | Sickle | common | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |