Alberic Lewis

Male Halfling Housekeeper

He is an adult halfling with one amber eye (his right is closed and scarred), strawberry hair in a ponytail, a clean shaven face, and light brown skin.

Personality Traits: Honest.

Alignment: chaotic neutral.

Born: 740 AC (Age 59)

Orientation: Hetrosexual

Home: Wheat Field

Settlement: Falwood (immigrated from Elbaton)

Spouse: Emely Lewis

Mother: Mellda Tuttle-Lewis

Father: Drogo Tuttle-Lewis

Children

Siblings

Statistics

STRDEXCONWISINTCHR
11 12 9 8 11 10
+1 -1

ACHPPassive
Perception
Speed
11 4 9 25 ft.

Alignment: chaotic neutral

Size: Small

Actions:

  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: History +2

Abilities:

  • Lucky. When Alberic 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. Alberic has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Alberic 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
2 Dice A standard six-sided die.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Emely" engraved on the inside.
1 5 sp Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 1 lb.
1 Love Letter A love letter, written in Halfling, addressed to 'Alberic', and signed by 'Emely'. It is rather charming.
1 2 gp Manacles These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. 6 lbs.
1 6 sp 2 cp Money Pouch Alberic's money pouch. It has 5 sp and 12 cp in it. ⁵⁄₁₆ lb.
1 1 sp Oil (flask) Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 1 lb.

Download as Fantasy Grounds NPC

Send Feedback