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

Siblings

Half-Siblings (Father's Side)

Statistics

STRDEXCONWISINTCHR
6 14 10 9 12 9
-2 +2 +1

ACHPPassive
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.

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