Cotman Haybuck-Whitbairn

Male Halfling Arch-Druid's Apprentice

He is an adolescent halfling with hazel eyes, short curly dyed auburn hair, and medium brown skin.

Personality Traits: Responsible, Unperturbed, Kind.

Alignment: neutral.

Born: 787 AC (Age 13)

Orientation: Hetrosexual

Home: Rootbody's Apothecary

Settlement: Bardville

Mother: Mirappy Haybuck-Whitbairn

Father: Willdas Haybuck-Whitbairn

Statistics

STRDEXCONWISINTCHR
6 14 8 13 10 8
-2 +2 -1 +1 -1

ACHPPassive
Perception
Speed
13 14 11 25 ft.

Alignment: neutral

Size: Small

Actions:

  • Handaxe. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
  • Handaxe. Ranged Weapon Attack: +0 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +3, Insight +3

Abilities:

  • Lucky. When Cotman 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. Cotman has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Cotman can move through the space of any creature that is of a size larger than small.
  • Wild Shape. Cotman can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
  • Spellcasting. Cotman is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • Cantrip (at will):
  • 1st-level (3 slots):

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Description Weight
1 3 gp A solid electrum arm ring A chorded electrum band, worn around the upper arm.
1 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 Dice A standard six-sided die.
1 5 gp Handaxe A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk 2 lbs.
1 5 gp Healer's Kit This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. 3 lbs.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 4 sp 8 cp Money Pouch Cotman's money pouch. It has 2 sp and 28 cp in it. ⅝ lb.
1 2 gp 5 sp 4 cp Quartz earring A pewter earring, with a medium quartz inset.
1 1 gp Totem A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

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