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

Statistics

STRDEXCONWISINTCHR
6 12 11 12 10 8
-2 +1 +1 -1

ACHPPassive
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.

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