Markar Littletunnel
Male Orcish Master Druid
He is an adult orc with black eyes, balding black hair, a pencil moustache, and medium green skin.
Personality Traits: Lost Faith, Shy.
Alignment: neutral.
Born: 765 AC (Age 35)
Orientation: Hetrosexual
Home: Littletunnel's Potionmaker
Settlement: Camp Kilthock
Spouse: Oggleborg Berdawnholan (Deceased)
Mother: Tutrit (Deceased)
Father: Lornger Littletunnel Junior (Deceased)
Children
- Tavkun Littletunnel - age 18 ♂
- Fizzder Littletunnel - age 16 ♂
- Gloorbit Berdawnholan - age 15 ♀
- Bitpar Berdawnholan - age 12 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 8 | 11 | 12 | 10 | 11 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 32 | 11 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Darkvision
Actions:
- Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Intimidation +3, Animal Handling +4, Nature +3
Abilities:
- Relentless Endurance. When Markar is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Markar can't use this feature again until you finish a long rest.
- Savage Attacks. When Markar 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.
- Wild Shape. Markar can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Markar is a spellcaster. His spellcasting ability is wis (spell save DC 12, +4 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 3 gp 2 sp 5 cp | A solid electrum neck ring | A chorded electrum band, with a loop clasp, worn around the neck. | |
| 1 | 1 cp | Candle | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | |
| 1 | 2 cp | Flask or tankard | 1 lb. | |
| 1 | 5 gp | Herbalism Kit | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. | 3 lbs. |
| 1 | 1 gp 6 sp 4 cp | Money Pouch | Markar's money pouch. It has 16 sp and 4 cp in it. | ⅜ lb. |
| 1 | 25 gp | Scimitar | A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light | 3 lbs. |
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |
| 1 | 5 gp | Wooden staff | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | 4 lbs. |