Threrin Cleaveanvil
Male Dwarven Master Cobbler's Apprentice
He is an adolescent dwarf with grey eyes, auburn hair in a mohawk, a full beard tied in two braids, and light pink skin.
Personality Traits: Serious.
Alignment: chaotic neutral.
Born: 757 AC (Age 43)
Orientation: Hetrosexual
Home: Darkpush's Elegant Cobblers
Settlement: Mudstoneton
Mother: Kibóin Cleaveanvil
Father: Thorbur Cleaveanvil
Siblings
- Durbur Cleaveanvil - age 1 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 8 | 9 | 12 | 10 | 11 | 10 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 8 | 10 | 25 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Handaxe. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +1 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Abilities:
- Dwarven Resilience. Threrin has advantage on saving throws against poison, and they have resistance against poison damage.
Spoken Languages: Dwarvish, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | Cobbler's tools | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 5 lbs. |
| 1 | 2 cp | Flask or tankard | 1 lb. | |
| 1 | 25 gp 3 sp 5 cp | Garnet earrings | A pair of gilded copper earrings, with small garnet stones inset. | |
| 1 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 1 sp 3 cp | Money Pouch | Threrin's money pouch. It has 1 sp and 3 cp in it. | ¹⁄₁₆ 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. |