Andwjo Tovy

Male Longfoot Arch-Druid's Apprentice

He is an adolescent longfoot with amber eyes, short curly dark-brown hair, and light brown skin.

Personality Traits: Patient, Reckless, Tense.

Alignment: neutral.

Born: 784 AC (Age 16)

Orientation: Hetrosexual

Home: Clapp's Apothecary

Settlement: Habaton

Mother: Pimpernna Tovy

Father: Earl Tovy

Siblings

Statistics

STRDEXCONWISINTCHR
9 10 11 12 9 11
+1

ACHPPassive
Perception
Speed
12 16 11 25 ft.

Alignment: neutral

Size: Small

Actions:

  • Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +3, Survival +3

Abilities:

  • Lucky. When Andwjo 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. Andwjo has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Andwjo can move through the space of any creature that is of a size larger than small.
  • Wild Shape. Andwjo 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. Andwjo is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • Cantrip (at will):
  • 1st-level (3 slots):

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Rarity Description Weight
1 Child's drawing common A child's drawing of a frog.
1 25 gp 6 cp Engraved Garnet ring uncommon A pewter ring, with 1 medium a garnet stone inset and fine engraving work.
1 5 gp Healer's Kit common This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. 3 lbs.
1 10 gp Hide common Medium armour. Base AC: 12 + Dex modifier (max 2). 12 lbs.
1 5 gp Mace common A Simple Melee weapon. 1d6 bludgeoning damage. Range: 5. Properties: Monk 4 lbs.
1 2 gp 3 sp 6 cp Money Pouch common Andwjo's money pouch. It has 22 sp and 16 cp in it. ¾ lb.
1 1 gp Spear common A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.
1 1 gp Totem common 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.
1 27 gp Tourmaline earring uncommon A electrum earring, with a medium tourmaline inset.

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