Runo Foot
Male Halfling Butcher
He is an elderly halfling with brown eyes, silver hair in braids, a clean shaven face, and medium brown skin.
Personality Traits: Serious, Daring.
Alignment: neutral.
Born: 713 AC (Age 87)
Orientation: Hetrosexual
Home: Foot's Butchers
Settlement: Wiseworth
Spouse: Elanoraia Foot
Mother: Elina Foot (Deceased)
Father: Nigogo Williamson-Foot (Deceased)
Siblings
- Dald Willard - age 62 β
Half-Siblings (Father's Side)
- Meliscany Williamson-Foot - age 55 β
- Belblva Stone-Haines - age 51 β
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 12 | 13 | 10 | 12 | 11 |
| +1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 10 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Abilities:
- Lucky. When Runo 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. Runo has advantage on saving throws against being frightened.
- Halfling Nimbleness. Runo can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Crumpled map | common | A crumpled map of a region, now unreadable. | ||
| 1 | Door Key | common | The key to Foot's Butchers. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Elanoraia" engraved on the inside. | |
| 1 | 2 gp 2 sp 7 cp | Money Pouch | common | Runo's money pouch. It has 2 gp, 2 sp and 7 cp in it. | ΒΌ lb. |
| 1 | 19 gp 1 sp | Pair of Quartz encrusted shoulder clasps | common | An pair of elaborate gilded copper shoulder clasps, with 14 small quartz stones between them. | |
| 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. |