Berilmas Waryn
Male Halfling Housekeeper
He is an adult halfling with amber eyes, short curly auburn hair, a big bushy beard, and olive skin.
Personality Traits: Upbeat, Serious.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 735 AC (Age 65)
Orientation: Hetrosexual
Home: Meneguby's Cobblers
Settlement: Nicoton
Spouse: Doraoda Waryn
Mother: Jessavia Waryn
Father: Folcomdoc Waryn (Deceased)
Children
- Meneguby Waryn - age 26 ♀
- Fastlad Waryn - age 18 ♂
- Inigorin Waryn - age 15 ♂
- Dilocksan Waryn - age 12 ♀
Siblings
- Morosso Waryn - age 68 ♂
- Tolmard Waryn - age 58 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 13 | 12 | 11 | 11 | 9 |
| +1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 5 | 10 | 25 ft. |
Alignment: chaotic good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: History +2
Abilities:
- Lucky. When Berilmas 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. Berilmas has advantage on saving throws against being frightened.
- Halfling Nimbleness. Berilmas can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "My fast island" |
By Samuel Mardig Not a particularly famous book, yet quite compelling. |
5 lbs. |
| 1 | 5 gp | "Their enchanting cat" |
By Pieru Rhemapup Not a particularly famous book, but entertaining none the less. |
5 lbs. |
| 1 | 2 cp | Broom | A well used broom. | |
| 2 | Dice | A standard six-sided die. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Doraoda" engraved on the inside. | |
| 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 | 2 sp 5 cp | Money Pouch | Berilmas' money pouch. It has 1 sp and 15 cp in it. | ⁵⁄₁₆ lb. |
| 1 | 2 cp | Soap |