Sadococ Marsh-May
Male Halfling Housekeeper
He is an adult halfling with amber eyes, strawberry hair in braids, stubble, and olive skin.
Personality Traits: Candid, Serious, Tense.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 765 AC (Age 35)
Orientation: Hetrosexual
Home: Pipe-Leaf Field
Settlement: Wiseworth
Spouse: Constable Jemimava Marsh-May
Mother: Alva Marsh-May
Father: Bungo Marsh-May
Children
- Amphot Marsh-May - age 8 ♀
- Estell Marsh-May - age 3 ♀
Siblings
- Rosamine May-Bankgins - age 36 ♀
- Saradred Marsh-May - age 18 ♂
- Agnuslo Marsh-May - age 15 ♂
- Falcarim Marsh-May - age 7 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 8 | 11 | 10 | 10 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 3 | 10 | 25 ft. |
Alignment: neutral good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0
Abilities:
- Lucky. When Sadococ 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. Sadococ has advantage on saving throws against being frightened.
- Halfling Nimbleness. Sadococ can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common, Gnomish (basic), Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Jemimava" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 5 gp | Hunting trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. | 25 lbs. |
| 1 | 1 gp 4 sp 6 cp | Money Pouch | Sadococ's money pouch. It has 14 sp and 6 cp in it. | ⅜ lb. |
| 1 | 1 sp | Oil (flask) | Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. | 1 lb. |
| 1 | 5 sp | Rations (1 day) | Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. | 2 lbs. |
| 1 | Stale fish | A stale fish. |