Anchro Jenkins

Male Longfoot Veteran Adventurer

He is an elderly longfoot with grey eyes, a bald head, a clean shaven face, and light pink skin.

Personality Traits: Candid, Optimistic, Mean.

Alignment: chaotic good.

He is a follower of Caspio. (CG)

Born: 727 AC (Age 73)

Orientation: Homosexual

Home: Adventurer's Guild Hall

Settlement: Leatherland

Spouse: Kheyereep Jenkins (Deceased)

Mother: Pimpeda Jenkins (Deceased)

Father: Elias Jenkins (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
13 12 10 11 9 9
+1 +1

ACHPPassive
Perception
Speed
16 40 10 25 ft.

Alignment: chaotic good

Size: Small

Actions:

  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
  • Unarmed Strike. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Skills: Insight +3, Perception +3

Abilities:

  • Lucky. When Anchro 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. Anchro has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Anchro can move through the space of any creature that is of a size larger than small.
  • Action Surge. Once per day, Anchro can take an additional action on their turn.
  • Multiattack. Anchro attacks twice.

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Description Weight
1 5 gp Amulet A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. 1 lb.
1 1 gp Ball bearings (bag of 1,000) As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. 2 lbs.
1 75 gp Chain Mail Heavy armour. Base AC: 16. Requires Str 13 to wear. Gives disadvantage to stealth checks. 55 lbs.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Kheyereep" engraved on the inside.
1 Handkerchief A small square of cloth with Anchro stitched in one corner.
1 2 gp Holy Symbol (Caspio) A holy symbol in the shape of a signpost.
1 5 gp 3 sp 2 cp Money Pouch Anchro's money pouch. It has 5 gp, 1 sp and 22 cp in it. ½ lb.
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 Sickle A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: 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.

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