Hendhal Robertson
Male Halfling Farmer
He is an adult halfling with hazel eyes, balding light-brown hair, a clean shaven face, and medium brown skin.
Personality Traits: Downbeat, Daring.
Alignment: neutral.
Born: 745 AC (Age 55)
Orientation: Hetrosexual
Home: Barley Field
Settlement: Eastpool Beacon
Spouse: Elisabeth "Iron-Arms" Robertson
Mother: Pandorora Hardy-Robertson
Father: Dudoolo Hardy-Robertson
Siblings
- Goldiuby Waryn-Robertson - age 42 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 11 | 12 | 10 | 8 |
| -2 | +1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Sickle. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +3, Nature +2
Abilities:
- Lucky. When Hendhal 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. Hendhal has advantage on saving throws against being frightened.
- Halfling Nimbleness. Hendhal can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Elisabeth "Iron-Arms"" engraved on the inside. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Hendhal's money pouch. It has 7 sp and 29 cp in it. | ¾ lb. |
| 2 | Rusty nail | common | A rusty old nail. | ||
| 1 | 1 gp | Sickle | common | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | Negotiable | The disappearing dice of darkness | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, a darkness shrouds a 5 ft area around object as if a shadow were being cast by a large solid object placed between it and the nearest source of light. The darkness is magical and follows the same rules as the Darkness spell. The effect lasts 10 minutes. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, the dice goes missing the next time it is stowed away. |