Sagofo Diggerhill-Moore

Male Halfling Housekeeper

He is an adult halfling with brown eyes, black and grey streaked hair in braids, a clean shaven face, and medium brown skin.

Personality Traits: Irritable, Serious, Mean.

Alignment: neutral.

Born: 744 AC (Age 57)

Orientation: Hetrosexual

Home: Diggerhill-Moore's Furriers

Settlement: Ilimashire

Spouse: Gerdaia Diggerhill-Moore

Mother: Dilorinda Diggerhill-Moore

Father: Gorhebo Diggerhill-Moore (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
10 15 8 10 12 11
+2 -1 +1

ACHPPassive
Perception
Speed
12 3 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: Nature +3

Abilities:

  • Lucky. When Sagofo 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. Sagofo has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Sagofo 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 "All mine" By Bofáin Taleforger

Fiction. A down on his luck dwarf inherits an adamant mineshaft. But how did his uncle die? And what of the rumors of something alive in the deepest caverns?
5 lbs.
1 5 gp "That new hero" By Prien Wheeypup

Not a particularly famous book, but entertaining none the less.
5 lbs.
1 A matchbook A matchbook containing 9 matches.
1 13 gp 3 cp Engraved Jade ring A silver ring, with 1 small a jade stone inset and fine engraving work.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Gerdaia" engraved on the inside.
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 8 gp Large gold ear hoops A pair of large gold hoop earrings.
1 2 gp 5 sp 3 cp Money Pouch Sagofo's money pouch. It has 1 gp, 14 sp and 13 cp in it. ½ lb.
1 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Download as Fantasy Grounds NPC

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