Killdunk Junior

Female Orcish Hunter

She is an adult orc with grey eyes (the right of which is glass), long flowing black hair, and medium green skin.

Personality Traits: Shy, Serious.

Alignment: neutral.

Born: 786 AC (Age 14)

Orientation: Hetrosexual

Home: Hunters

Settlement: Jergforgville

Spouse: Serturn

Mother: Tonlarg Junior

Father: Abkilt

Siblings

Statistics

STRDEXCONWISINTCHR
13 10 8 8 8 11
+1 -1 -1 -1

ACHPPassive
Perception
Speed
10 5 9 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Dart. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Skills: Intimidation +2, Animal Handling +1, Nature +1

Abilities:

  • Relentless Endurance. When Killdunk is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Killdunk can't use this feature again until you finish a long rest.
  • Savage Attacks. When Killdunk 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 5 cp Dart A Simple Ranged weapon. 1d4 piercing damage. Range: 20/60. (Thrown: 20/60.) Properties: Finesse, Thrown ¼ lb.
1 50 gp Draft Horse
1 25 gp 8 cp Extravagant Jade necklace A pewter necklace, with a string of 2 small jade gems.
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 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 9 sp 9 cp Money Pouch Killdunk's money pouch. It has 8 sp and 19 cp in it. ½ lb.
1 Pocket lint Some pocket lint.

Download as Fantasy Grounds NPC

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