Caraar Tyson
Male Halfling Housekeeper
He is an adult halfling with grey eyes, short dyed blond hair in a side parting, a clean shaven face, and olive skin.
Personality Traits: Dull.
Alignment: lawful neutral.
He is a follower of Solos. (LN)
Born: 741 AC (Age 58)
Orientation: Hetrosexual
Home: Moore's Holistic Healers
Settlement: Ilimashire (immigrated from Maranton)
Spouse: Rhodaora Tyson
Mother: Gildana Spalding-Tyson
Father: Hendco Spalding-Tyson (Deceased)
Children
- Coraia - age 33 ♀
- Maximalda Tyson - age 30 ♀
- Rowanony Tyson - age 23 ♀
- Hendco Tyson - age 14 ♂
- Pontugo Tyson - age 12 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 9 | 8 | 9 | 8 |
| -2 | +2 | -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 4 | 9 | 25 ft. |
Alignment: lawful neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +1
Abilities:
- Lucky. When Caraar 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. Caraar has advantage on saving throws against being frightened.
- Halfling Nimbleness. Caraar can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Rhodaora" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Solos) | A holy symbol in the shape of an icosahedron. | |
| 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 | 5 gp | Mirror, steel | ½ lb. | |
| 1 | 3 sp 8 cp | Money Pouch | Caraar's money pouch. It has 1 sp and 28 cp in it. | ⅝ 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. | |
| 4 | Rusty nail | A rusty old nail. |