Hurkdunk
Male Orcish Bandit
He is an adult orc with grey eyes (the right of which is glass), scruffy dyed brown hair, a clean shaven face, and medium green skin.
Personality Traits: Hilarious, Downbeat, Evasive.
Alignment: neutral good.
Born: 772 AC (Age 28)
Orientation: Homosexual
Home: None
Settlement: Bandit Camp (immigrated from Geetyar Till)
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 10 | 12 | 11 | 13 | 9 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 18 | 10 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Darkvision
Actions:
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 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: Intimidation +2, Sleight of Hand +2, Stealth +2, Acrobatics +2
Abilities:
- Relentless Endurance. When Hurkdunk is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Hurkdunk can't use this feature again until you finish a long rest.
- Savage Attacks. When Hurkdunk scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Sneak Attack. Once per turn, Hurkdunk 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. Hurkdunk knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 7 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 5 gp 9 sp | Elaborate Quartz broach | An elaborate gilded copper broach, with a 2 medium quartz gems inset. | |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 6 gp 9 sp 2 cp | Money Pouch | Hurkdunk's money pouch. It has 6 gp, 7 sp and 22 cp in it. | ¾ lb. |
| 1 | 4 cp | Pewter septum ring | A thick pewter hoop, worn through the nose. | |
| 1 | Pouch of rosemary | A small pouch containing dried rosemary. It has lost its potency. |