Fingormon Argont Tarym

Male Elven Bandit

He is an adult elf with black eyes, short curly black hair, a clean shaven face, and purple skin.

Personality Traits: Hilarious, Irritable, Evasive.

Alignment: lawful good.

He is a follower of Solina. (LG)

Born: 536 AC (Age 264)

Orientation: Hetrosexual

Home: None

Settlement: Lath Elebril (immigrated from Castle Tol-Nimlona)

Mother: Nerda Nimeshotyn

Father: Mithrellaron Mithhil Tarym

Siblings

Statistics

STRDEXCONWISINTCHR
9 13 9 11 13 9
+1 +1

ACHPPassive
Perception
Speed
12 16 10 30 ft.

Alignment: lawful good

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +2, Sleight of Hand +3, Stealth +3, Deception +2

Abilities:

  • Fey Ancestry. Fingormon has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Sneak Attack. Once per turn, Fingormon can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Fingormon knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
5 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 Doodles Some scribblings on a small scrap of paper.
1 2 gp Holy Symbol (Solina) A holy symbol in the shape of a lamp.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 2 gp Manacles These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. 6 lbs.
1 2 gp 3 sp 1 cp Money Pouch Fingormon's money pouch. It has 2 gp, 2 sp and 11 cp in it. ⁵⁄₁₆ lb.
1 25 gp Thieves' tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. 1 lb.
1 20 gp Thin platinum ear ring A thin hoop of platinum wire, worn as an earring.

Download as Fantasy Grounds NPC

Send Feedback