Fangorn son of Binun
Male Dwarven Sorcerer
He is an adult dwarf with blue eyes, white hair in a mullet, a full beard tied in two braids, and light pink skin.
Personality Traits: Greedy, Daring.
Alignment: chaotic neutral.
He is a follower of Caspio. (CG)
Born: 629 AC (Age 170)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp (immigrated from Diatomitepass)
Mother: Dwaliuin daughter of Ibrin (Deceased)
Father: Binun son of Fangorn (Deceased)
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 11 | 13 | 9 | 13 | 10 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 16 | 10 | 25 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Crossbow, hand. Ranged Weapon Attack: +2 to hit, range 30 / 120 ft., one target. Hit: 1d6 piercing damage.
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 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: Intimidation +2, Insight +2
Abilities:
- Dwarven Resilience. Fangorn has advantage on saving throws against poison, and they have resistance against poison damage.
- Pattern Seer. Fangorn has advantage on dexterity and intelligence saving throws from spellcasting abilities.
- Spellcasting. Fangorn is a spellcaster. His spellcasting ability is chr (spell save DC 10, +2 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
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. |
| 1 | 1 gp | Case, crossbow bolt | This wooden case can hold up to twenty crossbow bolts. | 1 lb. |
| 1 | 25 gp | Component pouch | A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). | 2 lbs. |
| 14 | 5 cp | Crossbow bolt | 1½ lbs. | |
| 1 | 75 gp | Crossbow, hand | A Martial Ranged weapon. 1d6 piercing damage. Range: 30/120. Properties: Ammunition, Light, Loading | 3 lbs. |
| 3 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 3 gp 5 sp 8 cp | Money Pouch | Fangorn's money pouch. It has 2 gp, 15 sp and 8 cp in it. | ½ lb. |