Abgor Junior
Male Half-Orcish Barbarian
He is an adult half-orc with grey eyes, short curly strawberry hair, a long beard, and light green skin.
Personality Traits: Oblivious, Secretive, Optimistic.
Alignment: neutral.
Born: 783 AC (Age 17)
Orientation: Hetrosexual
Home: None
Settlement: Hockblurg's Place
Mother: Tutkor (Deceased)
Father: Lornmut (Deceased)
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 10 | 11 | 11 | 9 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 24 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Darkvision
Actions:
- Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d10 bludgeoning damage. two handed.
- Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Intimidation +2, Survival +2, Athletics +3
Abilities:
- Relentless Endurance. When Abgor is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Abgor can't use this feature again until you finish a long rest.
- Savage Attacks. When Abgor 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.
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 8 gp | "K'ryn's Return to Fairyland" (Dog-eared) |
By Mr. K'ryn An apocryphal account of Mr. K'ryns adventure back to Fairyland, after being urged by his own fans to find more fairy-tales. The book contains several short stories within the main story. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 5 gp | Emblem | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 3 gp | Money Pouch | Abgor's money pouch. It has 3 gp in it. | ยนโโโ lb. |
| 1 | 15 gp | Warhammer | A Martial Melee weapon. 1d8 bludgeoning damage. (Two-handed: 1d10 + Bludgeoning damage.) Range: 5. Properties: Versatile | 2 lbs. |