Dolph Oldhole
Male Halfling Vegetable Farmer
He is an adult halfling with amber eyes, scruffy dyed auburn hair, bushy sideburns, and light brown skin.
Personality Traits: Honest, Mean, Downbeat.
Alignment: lawful evil.
He is a follower of Xor. (LE)
Born: 755 AC (Age 45)
Orientation: Hetrosexual
Home: Vegetable Garden
Settlement: Othostead
Spouse: Carameda Oldhole
Mother: Lissose Oldhole
Father: Gundaph Oldhole (Deceased)
Children
- Primulra Oldhole - age 20 ♀
- Saminor Oldhole - age 18 ♀
Siblings
- Poppytha Hayhole - age 57 ♀
- Linasy Oldhole - age 52 ♀
- Gorbuccaic Oldhole - age 51 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 12 | 12 | 11 | 8 | 10 |
| +1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 10 | 25 ft. |
Alignment: lawful evil
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +1
Abilities:
- Lucky. When Dolph 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. Dolph has advantage on saving throws against being frightened.
- Halfling Nimbleness. Dolph 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 | 50 gp | Draft Horse | common | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Carameda" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Xor) | common | A holy symbol in the shape of crossed swords. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Dolph'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 | Twine | common | A short length of twine. Just a few foot long. |