Faithful Bothock Gale-Oldbuck
Female Longfoot Cleric
She is an adult longfoot with grey eyes, long tied back dark-brown hair, and light brown skin.
Personality Traits: Mean, Impatient, Shy.
Alignment: lawful evil.
She is a follower of Xor. (LE)
Born: 737 AC (Age 63)
Orientation: Hetrosexual
Home: Temple of Xor
Settlement: Alreshead
Spouse: Albin Martin-Hornheaver (Deceased)
Mother: Mineel Gale-Oldbuck (Deceased)
Father: Qelqunil Haines (Deceased)
Children
- Mahin Gale-Oldbuck - age 35 ♀
- Joel Martin-Hornheaver - age 28 ♂
- Christofarus Martin-Hornheaver - age 15 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 9 | 11 | 11 | 12 |
| -2 | +2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 14 | 24 | 10 | 25 ft. |
Alignment: lawful evil
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Religion +3, Medicine +3
Abilities:
- Lucky. When Bothock 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. Bothock has advantage on saving throws against being frightened.
- Halfling Nimbleness. Bothock can move through the space of any creature that is of a size larger than small.
- Spellcasting. Bothock is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Common, Halfling, Otterese
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Child's drawing | A child's drawing of a cow. | ||
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 2 | 2 gp | Holy Symbol (Xor) | A holy symbol in the shape of crossed swords. | |
| 1 | 21 gp 3 cp | Money Pouch | Bothock's money pouch. It has 18 gp, 28 sp and 23 cp in it. | 1½ lbs. |
| 1 | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |