Eramorvarras Hill

Male Dragonborn Poacher

He is an adult dragonborn with brown eyes and black scales.

Personality Traits: Pessimistic, Honest, Jovial.

Alignment: neutral.

He is a follower of Marlon. (NG)

Born: 748 AC (Age 52)

Orientation: Hetrosexual

Home: None

Settlement: Yorkaxull

Mother: Jhersa Hill (Deceased)

Father: Narghesash Hill (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
13 11 11 11 8 12
+1 -1 +1

ACHPPassive
Perception
Speed
11 16 10 30 ft.

Alignment: neutral

Size: Medium

Actions:

  • Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. 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: Sleight of Hand +2, Stealth +2, Deception +3

Abilities:

  • Breath Weapon. As an action Eramorvarras exhales a 30 ft. line of acid. Each creature in the area must make a dexterity save DC 10. On a failed save they take 2d6 acid damage, or half on a success. After this ability is used, it cannot be used again until after a long rest.
  • Damage Resistance. Eramorvarras has resistance to acid damage.
  • Sneak Attack. Once per turn, Eramorvarras can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Eramorvarras knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Draconic, Common

Inventory

Quantity Value Item Rarity Description Weight
5 2 gp Dagger common A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 2 gp Holy Symbol (Marlon) common A holy symbol in the shape of open hands.
1 5 gp Hunting trap common 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 Leather common Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 5 gp 9 sp 8 cp Money Pouch common Eramorvarras' money pouch. It has 3 gp, 27 sp and 28 cp in it. 1¼ lbs.
1 25 gp 7 cp Quartz pewter chain bracelet uncommon A short chain of tiny pewter links, with a very large quartz attached.
1 25 gp Thieves' tools common This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. 1 lb.
1 25 gp 7 sp Topaz silver chain bracelet uncommon A short chain of tiny silver links, with a small topaz attached.

Download as Fantasy Grounds NPC

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