Hattie Narbur

Female Dwarven Adventurer

She is an adult dwarf with amber eyes, long flowing dyed red hair, a big bushy beard, and pale white skin.

Personality Traits: Introverted, Mean, Downbeat.

Alignment: neutral good.

She is a follower of Marlon. (NG)

Born: 725 AC (Age 75)

Orientation: Homosexual

Home: None

Settlement: Mitchelstable

Mother: Mîun Narbur

Father: Laricic Darkcarter

Siblings

Statistics

STRDEXCONWISINTCHR
10 8 11 9 9 10
-1

ACHPPassive
Perception
Speed
14 22 10 25 ft.

Alignment: neutral good

Size: Medium

Senses: Darkvision

Actions:

  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Athletics +2, Insight +2

Abilities:

  • Dwarven Resilience. Hattie has advantage on saving throws against poison, and they have resistance against poison damage.
  • Action Surge. Once per day, Hattie can take an additional action on their turn.

Spoken Languages: Common, Dwarvish, Otterese

Inventory

Quantity Value Item Description Weight
1 25 gp 2 sp 8 cp Amethyst-studded ring A gilded copper ring, with 2 small amethyst stones inset.
3 Button A loose yellow button.
1 2 cp Flask or tankard 1 lb.
1 6 gp Gold chain bracelet A short chain of tiny gold links.
1 2 gp Holy Symbol (Marlon) A holy symbol in the shape of open hands.
1 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 2 gp 8 sp 7 cp Money Pouch Hattie's money pouch. It has 26 sp and 27 cp in it. 1 lbs.
1 30 gp Ring Mail Heavy armour. Base AC: 14. Gives disadvantage to stealth checks. 40 lbs.
1 10 gp Shield Wielding a shield gives +2 to AC, if you are proficient with shields. 6 lbs.
1 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.
1 1 gp Spear A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.

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