Amirabca Morgan

Female Halfling

She is an elderly halfling with amber eyes, long tied back white hair, and light pink skin.

Personality Traits: Lost Faith, Tense.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 702 AC (Age 97)

Orientation: Hetrosexual

Home: Morgan's Manor

Settlement: Port Marcoville (immigrated from Mineton)

Spouse: Caradan Morgan (Deceased)

Mother: Rhodel Goldsmith-Robinson (Deceased)

Father: Milca Goldsmith-Robinson (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
6 12 9 12 11 12
-2 +1 +1 +1

ACHPPassive
Perception
Speed
11 4 11 25 ft.

Alignment: chaotic good

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.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: History +2

Abilities:

  • Lucky. When Amirabca 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. Amirabca has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Amirabca 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 Dice A standard six-sided die.
1 1 sp 5 cp Gardening Gloves Well-worn gloves with reinforced palms, ideal for protecting hands while working in the garden.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Caradan" engraved on the inside.
1 5 gp Handaxe A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk 2 lbs.
1 2 gp Holy Symbol (Caspio) A holy symbol in the shape of a signpost.
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 5 sp Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 1 lb.
1 4 sp 4 cp Money Pouch Amirabca's money pouch. It has 4 sp and 4 cp in it. ³⁄₁₆ lb.
1 3 cp Walking Stick A walking stick made of pine. 4 lbs.

Download as Fantasy Grounds NPC

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