Kernbat
Female Orcish Barbarian
She is an adult orc with grey eyes, scruffy dark-brown hair, and medium green skin.
Personality Traits: Cautious, Upbeat, Impatient.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 765 AC (Age 35)
Orientation: Hetrosexual
Home: None
Settlement: Camp Tinkarr
Spouse: Corrurt (Deceased)
Mother: Hantsug (Deceased)
Father: Tinhak (Deceased)
Children
- Kerndunk Junior - age 20 ♂
- Camkun - age 19 ♂
- Luttger - age 12 ♂
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 8 | 10 | 9 | 9 | 9 |
| -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 24 | 10 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Darkvision
Actions:
- Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Intimidation +2, Nature +2, Perception +2
Abilities:
- Relentless Endurance. When Kernbat is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Kernbat can't use this feature again until you finish a long rest.
- Savage Attacks. When Kernbat 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 | 2 cp | Flask or tankard | 1 lb. | |
| 3 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 1 gp 1 sp 1 cp | Money Pouch | Kernbat's money pouch. It has 1 gp, 1 sp and 1 cp in it. | ¹⁄₁₆ 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. |