Galmotil

Male Elven Veteran Ranger

He is an adult elf with brown eyes, scruffy black hair, a clean shaven face, and purple skin.

Personality Traits: Irritable, Secretive, Unperturbed.

Alignment: lawful good.

He is a follower of Solina. (LG)

Born: 506 AC (Age 294)

Orientation: Homosexual

Home: Ranger's Guild Hall

Settlement: Nimeshothor (immigrated from Tol-Haldas)

Mother: Serinduildal the First

Father: Belegion the First

Siblings

Statistics

STRDEXCONWISINTCHR
10 14 9 10 11 10
+2

ACHPPassive
Perception
Speed
14 40 10 30 ft.

Alignment: lawful good

Size: Medium

Senses: Darkvision

Actions:

  • Longbow. Ranged Weapon Attack: +5 to hit, range 150 / 600 ft., one target. Hit: 1d8 piercing damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +3, Survival +3, Investigation +3, Athletics +3

Abilities:

  • Fey Ancestry. Galmotil has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Multiattack. Galmotil attacks twice.
  • Spellcasting. Galmotil is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • 1st-level (3 slots):

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
17 5 cp Arrow 1 lb.
1 Button A loose purple button.
1 5 gp Chain (10 feet) A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. 10 lbs.
1 10 gp Hide Medium armour. Base AC: 12 + Dex modifier (max 2). 12 lbs.
1 50 gp Longbow A Martial Ranged weapon. 1d8 piercing damage. Range: 150/600. Properties: Ammunition, Heavy, Two-Handed 2 lbs.
1 4 gp Map of the Nimeshothor area A map of the area in and around around the hamlet of Nimeshothor. Includes major streets and a few important dwellings.
1 2 gp 1 sp 4 cp Money Pouch Galmotil's money pouch. It has 19 sp and 24 cp in it. ⅞ lb.
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 1 gp Quiver A quiver can hold up to 20 arrows. 1 lb.
2 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.

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