Angras the Second

Male Elven Veteran Adventurer

He is an adult elf with brown eyes, balding dark-brown hair, a clean shaven face, and medium brown skin.

Personality Traits: Unperturbed, Honest, Upbeat.

Alignment: neutral.

Born: 465 AC (Age 335)

Orientation: Hetrosexual

Home: Adventurer's Guild Hall

Settlement: Rowashire (immigrated from Bel-Eronder)

Spouse: Heena Preyemapup (Deceased)

Mother: Aredheril the First

Father: Orodeg the First

Siblings

Statistics

STRDEXCONWISINTCHR
13 14 10 10 9 10
+1 +2

ACHPPassive
Perception
Speed
16 40 10 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Skills: Perception +3, Intimidation +3, Insight +3

Abilities:

  • Fey Ancestry. Angras has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Action Surge. Once per day, Angras can take an additional action on their turn.
  • Multiattack. Angras attacks twice.

Spoken Languages: Elvish, Common, Otterese (basic)

Inventory

Quantity Value Item Description Weight
1 75 gp Chain Mail Heavy armour. Base AC: 16. Requires Str 13 to wear. Gives disadvantage to stealth checks. 55 lbs.
1 25 gp Component pouch A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). 2 lbs.
1 2 gp 9 sp 7 cp Money Pouch Angras' money pouch. It has 1 gp, 19 sp and 7 cp in it. ½ 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.
1 7 gp 8 sp 5 cp Quartz encrusted shoulder clasp An elaborate silver shoulder clasp, with 5 small quartz stones inset.
1 10 gp Shield Wielding a shield gives +2 to AC, if you are proficient with shields. 6 lbs.
1 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.
1 1 gp Spear A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.
1 Stale fish A stale fish.

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