Didkilt

Male Orcish Hunter

He is an adult orc with grey eyes, scruffy dyed light-brown hair, bushy sideburns, and medium green skin.

Personality Traits: Honest.

Alignment: neutral.

Born: 780 AC (Age 19)

Orientation: Bisexual

Home: Hunters

Settlement: Largreg's Rest (immigrated from Camp Narnhurk)

Spouse: Volser

Mother: Tutoggle (Deceased)

Father: Uggderg (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
10 10 9 10 10 9

ACHPPassive
Perception
Speed
10 6 10 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Blowgun. Ranged Weapon Attack: +2 to hit, range 25 / 100 ft., one target. Hit: 1d1 piercing damage.
  • 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, Animal Handling +2, Nature +2

Abilities:

  • Relentless Endurance. When Didkilt is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Didkilt can't use this feature again until you finish a long rest.
  • Savage Attacks. When Didkilt 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 10 gp Blowgun A Martial Ranged weapon. 1d1 piercing damage. Range: 25/100. Properties: Ammunition, Loading 1 lb.
1 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 50 gp Draft Horse
1 Four-leaf clover Some say that four-leaf clovers are a good luck charm.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 9 sp 9 cp Money Pouch Didkilt's money pouch. It has 9 sp and 9 cp in it. ⅜ lb.
1 30 gp Platinum ear stud A plain platinum stud, with a pin & clasp.
1 1 gp Vial

Download as Fantasy Grounds NPC

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