Thoradur Ferritebottom
Male Dwarven Housekeeper
He is an adult dwarf with brown eyes, balding dark-brown and grey streaked hair, a handlebar moustache, and medium brown skin.
Personality Traits: Personable.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 680 AC (Age 120)
Orientation: Hetrosexual
Home: Mushroom Cave
Settlement: Pewterridge
Mother: Dwori Ferritebottom
Father: Kilhal Ferritebottom
Siblings
- Náinorn Ferritebottom - age 122 ♂
- Lóalin Oldshoulder - age 121 ♀
- Foris Ferritebottom - age 113 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 10 | 14 | 13 | 11 | 10 |
| +1 | +2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 7 | 11 | 25 ft. |
Alignment: neutral good
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Medicine +3
Abilities:
- Dwarven Resilience. Thoradur has advantage on saving throws against poison, and they have resistance against poison damage.
Spoken Languages: Dwarvish, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 50 gp | Alchemist's fire (flask) | This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. | 1 lb. |
| 2 | Dice | A standard six-sided die. | ||
| 1 | 5 gp | Mirror, steel | ½ lb. | |
| 1 | 2 gp 2 sp 9 cp | Money Pouch | Thoradur's money pouch. It has 20 sp and 29 cp in it. | 1 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. |