Hurkdunk
Female Orcish Housekeeper
She is an adult orc with one black eye (her left is white and discolored), long flowing dark-brown hair, and medium green skin.
Personality Traits: Responsible, Unperturbed, Impatient.
Alignment: chaotic neutral.
Born: 768 AC (Age 33)
Orientation: Hetrosexual
Home: Vegetable Patch
Settlement: Lolbet's Victory
Spouse: Wowmar
Mother: Abcam (Deceased)
Father: Digalt (Deceased)
Children
- Volmut - age 13 ♀
- Marderg Junior - age 10 ♂
- Mutoggle - age 8 ♀
- Ogglepuu - age 7 ♂
- Puukim - age 4 ♂
- Yitfizz - age 4 ♀
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 9 | 11 | 10 | 10 | 8 |
| +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 10 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Intimidation +1, Athletics +3
Abilities:
- Relentless Endurance. When Hurkdunk is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Hurkdunk can't use this feature again until you finish a long rest.
- Savage Attacks. When Hurkdunk 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 | 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 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | 4 cp | Large pewter ear hoop | A large pewter hoop earring. | |
| 1 | Lock of hair | An old looking lock of hair, tied with twine. | ||
| 1 | 2 sp 3 cp | Money Pouch | Hurkdunk's money pouch. It has 1 sp and 13 cp in it. | ¼ lb. |
| 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. | |
| 1 | 2 cp | Soap | ||
| 1 | Twine | A short length of twine. Just a few foot long. |