Hendald Whitears
Male Halfling Farmer
He is an adult halfling with amber eyes, short curly auburn hair, bushy sideburns, and light pink skin.
Personality Traits: Shy, Upbeat.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 768 AC (Age 31)
Orientation: Hetrosexual
Home: Wheat Field
Settlement: Eastpool Beacon (immigrated from Nicoton)
Spouse: Ladonnlot Whitears
Mother: Aliada Whitears
Father: Thanrl Whitears
Children
- Rorias Whitears - age 9 ♂
- Pandonnla Whitears - age 5 ♀
- Hildaia Whitears - age 2 ♀
Siblings
- Sanchgar Whitears - age 39 ♂
- Diamanor Whitears - age 23 ♀
Half-Siblings (Father's Side)
- Buccaric Hardy - age 55 ♂
- Rumbraar Hardy-Whitears - age 50 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 10 | 9 | 12 | 9 |
| -2 | +2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 6 | 10 | 25 ft. |
Alignment: neutral good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +3
Abilities:
- Lucky. When Hendald 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. Hendald has advantage on saving throws against being frightened.
- Halfling Nimbleness. Hendald 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 | 25 gp 4 cp | Amethyst earring | uncommon | A pewter earring, with a medium amethyst inset. | |
| 1 | 50 gp | Draft Horse | common | ||
| 1 | Empty bottle | common | An empty bottle that once contained a beverage. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Ladonnlot" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Marlon) | common | A holy symbol in the shape of open hands. | |
| 1 | 5 gp | Hunting trap | common | 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 | 9 sp 9 cp | Money Pouch | common | Hendald's money pouch. It has 7 sp and 29 cp in it. | ¾ lb. |
| 1 | 18 gp | Quartz encrusted shoulder clasp | common | An elaborate electrum shoulder clasp, with 4 medium quartz stones inset. |