Narntin
Female Orcish Master Druid's Apprentice
She is an adolescent orc with grey eyes, long tied back dark-brown hair, and light green skin.
Personality Traits: Candid, Mean, Tense.
Alignment: neutral.
Born: 791 AC (Age 9)
Orientation: Hetrosexual
Home: Borgbit's Enigmatic Potionmaker
Settlement: Camp Parrurt
Mother: Ortherg (Deceased)
Father: Rurtfarg (Deceased)
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 13 | 9 | 10 | 10 | 8 | 11 |
| +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 10 | 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: 2 bludgeoning damage.
Skills: Intimidation +2, Animal Handling +2, Survival +2
Abilities:
- Relentless Endurance. When Narntin is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Narntin can't use this feature again until you finish a long rest.
- Savage Attacks. When Narntin 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. Narntin 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. Narntin is a spellcaster. Her spellcasting ability is wis (spell save DC 10, +2 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 2 gp 7 sp 9 cp | Engraved Quartz-studded ring | A gilded copper ring, with 2 small quartz stones inset and fine engraving work. | |
| 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 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 2 gp 8 sp 1 cp | Money Pouch | Narntin's money pouch. It has 1 gp, 17 sp and 11 cp in it. | ⅝ lb. |
| 1 | Pocket lint | Some pocket lint. | ||
| 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 | 1 gp | Totem | 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. |