Roberts Morgan-Phillips

Male Longfoot Arch-Druid's Apprentice

He is an adolescent longfoot with grey eyes, long flowing strawberry hair, and light pink skin.

Personality Traits: Tired, Daring.

Alignment: neutral.

Born: 783 AC (Age 17)

Orientation: Hetrosexual

Home: Kricelruuc's Apothecary

Settlement: Archshire

Mother: Jasmilly Morgan-Phillips

Father: Wydo Morgan-Phillips

Siblings

Statistics

STRDEXCONWISINTCHR
9 11 11 13 10 8
+1 -1

ACHPPassive
Perception
Speed
12 16 11 25 ft.

Alignment: neutral

Size: Small

Actions:

  • Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage. two handed.
  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Religion +2, Nature +2

Abilities:

  • Lucky. When Roberts 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. Roberts has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Roberts can move through the space of any creature that is of a size larger than small.
  • Wild Shape. Roberts 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. Roberts 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 Description Weight
1 5 gp Healer's Kit 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 Medium armour. Base AC: 12 + Dex modifier (max 2). 12 lbs.
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 3 sp 6 cp Money Pouch Roberts' money pouch. It has 12 sp and 16 cp in it. ½ lb.
1 1 sp Polished stone necklace A string of large polished stone beads.
1 2 sp Quarterstaff A Simple Melee weapon. 1d6 bludgeoning damage. (Two-handed: 1d8 + Bludgeoning damage.) Range: 5. Properties: Versatile, Monk 4 lbs.
1 1 gp Sickle A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk 2 lbs.
1 Twine A short length of twine. Just a few foot long.
1 10 gp Yew wand 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 lb.

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