Dudolph Colvin
Male Longfoot
He is an elderly longfoot with amber eyes, scruffy red and grey streaked hair, a clean shaven face, and pale white skin.
Personality Traits: Personable, Serious.
Alignment: neutral.
He is a follower of Marlon. (NG)
Born: 728 AC (Age 72)
Orientation: Hetrosexual
Home: Philippus' Plasterers
Settlement: Port Bladushire
Spouse: Petronilla Colvin
Mother: Hicapy Colvin
Father: Philippus Colvin
Children
- Mellama Colvin-Dugsburrow - age 51 ♀
- Landama Colvin - age 42 ♀
- Melisks Greenhair - age 35 ♀
Siblings
- Cornelina Dugsburrow - age 68 ♀
- Wisemrim Colvin - age 57 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 9 | 13 | 10 | 11 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 5 | 10 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Performance +2
Abilities:
- Lucky. When Dudolph 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. Dudolph has advantage on saving throws against being frightened.
- Halfling Nimbleness. Dudolph 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 | 10 gp | "The Art of Xor" |
By Claud Sanford A book of advice on achieving victory in situations of conflict, in a wide range scenarios, from family disputes, and business negotiations, to large scale military operations. |
5 lbs. |
| 2 | Button | A loose blue button. | ||
| 2 | Chewed gum | A piece of chewed gum. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Petronilla" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 1 sp 4 cp | Money Pouch | Dudolph's money pouch. It has 14 cp in it. | ¼ lb. |
| 1 | 1 sp | Oil (flask) | Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. | 1 lb. |
| 1 | 3 sp | Watering Can | A metal watering can with a long spout. |