Menegha Teachild-Pipeville

Female Halfling Hunter

She is an adult halfling with amber eyes, long curly strawberry hair, and light brown skin.

Personality Traits: Irritable, Serious.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 743 AC (Age 57)

Orientation: Hetrosexual

Home: Huntsman

Settlement: Erugaby

Spouse: Briffbur Teachild-Pipeville

Mother: Pervior Teachild

Father: Sagogo Teachild

Children

Siblings

Statistics

STRDEXCONWISINTCHR
11 13 9 10 8 11
+1 -1

ACHPPassive
Perception
Speed
11 6 10 25 ft.

Alignment: chaotic good

Size: Small

Actions:

  • Sling. Ranged Weapon Attack: +3 to hit, range 30 / 120 ft., one target. Hit: 1d4 bludgeoning damage.
  • Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • 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 Menegha 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. Menegha has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Menegha 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
1 8 cp Copper ring A plain copper band.
1 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 50 gp Draft Horse
1 2 cp Flask or tankard 1 lb.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Briffbur" engraved on the inside.
1 15 gp 9 sp Grandiose Quartz necklace A silver necklace, with a string of 6 medium quartz gems.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 9 sp 9 cp Money Pouch Menegha's money pouch. It has 9 sp and 9 cp in it. ⅜ lb.
1 1 sp Sling A Simple Ranged weapon. 1d4 bludgeoning damage. Range: 30/120. Properties: Ammunition

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