Farglol
Female Orcish Angler
She is an adult orc with black eyes, blond hair in a ponytail, and chalky white skin.
Personality Traits: Daring, Impatient.
Alignment: lawful good.
She is a follower of Solos. (LN)
Born: 769 AC (Age 31)
Orientation: Hetrosexual
Home: Fish Pond
Settlement: Camp Tavder
Spouse: Gercor
Mother: Tutkar Junior (Deceased)
Father: Kimkill Junior (Deceased)
Children
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 10 | 9 | 7 | 11 | 10 |
| -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 9 | 30 ft. |
Alignment: lawful good
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Intimidation +2, Animal Handling +1, Nature +2
Abilities:
- Relentless Endurance. When Farglol is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Farglol can't use this feature again until you finish a long rest.
- Savage Attacks. When Farglol 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 | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Child's drawing | common | A child's drawing of a chicken. | ||
| 1 | 50 gp | Draft Horse | common | ||
| 1 | 2 gp | Holy Symbol (Solos) | common | A holy symbol in the shape of an icosahedron. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Farglol's money pouch. It has 8 sp and 19 cp in it. | ½ lb. |
| 1 | 4 cp | Pipe | common | A clay pipe. | |
| 1 | 1 gp | Pipe Leaf | common |
A mildly psychoactive plant traditionally cultivated by halflings. It has been dried and cured, and is ready to be smoked in a pipe. |
¹⁄₁₆ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |