Akmen Horror, Male Tiefling [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a weathered and beat up set of banded mail beneath an oversized blue coat. He has moderate length chestnut hair. He tend to wears goggles to shield his eyes.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. Akmen was orphaned to a temple shortly after his birth. He was raised by the temple staff to care always for others above himself and to hold his god always in his heart. He used his abilities to travel the world and help people.
Motivation: He has a rivalry with the Church that dominates his actions; and wants to work out more often
Ideals: Athletic, Philantrophist, Joker. Bonds: Religious. Occupation: Actor
Voice: Irish accent
Attributes [hide]
Medium (6'8") Tiefling, Lawful Evil (CR 9)
Armor Class 10
Hit Points 61 (9d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 10 (+0) | 15 (+2) | 15 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Auran, Orc
Attacks Melee +4 / 3d4+1, Ranged +3 / 3d4+0, Grapple +1
Possessions: 15000 sp. Red garnet (160 gp).
Naeris Selevarun, Male Elf [Permalink]
Personal [hide]
Description: This tall, slender man wears rags and sports a simple walking cane. His white hair is lengthy and is close to two feet long. His fair skin shows little sign of his aristocratic breeding.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. Around other people he will do his best to conceal his emotions and appear jolly.
History: Gifted from a young age, Naeris studied abroad. Naeris liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has worked as a Detective like his father before him.
Motivation: Sabotage a competitor; and to be a cartwright again
Ideals: Gifted. Flaws: Shy. Bonds: Poor, Attractive, Job, Nature. Occupation: Detective
Voice: Speaks with lips pursed
Attributes [hide]
Medium (4'11") Elf, Chaotic Good (CR 3)
Armor Class 12
Hit Points 17 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 15 (+2) | 8 (-1) | 8 (-1) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Elven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1600 sp. Brass mug with jade inlays (500 gp). Brass mug with jade inlays (500 gp).
Altho Stoutman, Male Halfling [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He tends to wear a black poncho over his likewise colored trousers and shirt. His red hair is greasy and uncared for. His amber unseeing eyes seem to look past you.
Personality: He is mildly Halfling supremacist, though he does not identify as such. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He served in the navy to pay for his family's outstanding loans. Altho abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by vampirism.
Motivation: A need for knowledge about a nearby landmark; and he wants to meet his childhood hero
Flaws: Ugly, Disease, Racist. Bonds: Adventurer, Military. Occupation: Sage
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (2'10") Halfling, Lawful Evil (CR 6)
Armor Class 13
Hit Points 38 (6d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 17 (+3) | 17 (+3) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Halfling, Sylvan, Dwarven, Abyssal
Attacks Melee +2 / 2d6-1, Ranged +5 / 2d6+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 3 | 1 | 0 | 0 |
Possessions: 1000 gp. Coral (100 gp). Jet (100 gp). Alexandrite (700 gp). Obsidian (7 gp).
Nirgel Rapture, Male Tiefling [Permalink]
Personal [hide]
Description: He is scrawny and has patchy silver stubble. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. He has a hunchback. He has moderate length silver hair. His eyes are a pleasant black.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He does not trust anyone and sleeps with one eye open.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. A gypsy cursed him at a young age, leading to his ugly appearance. He hasn't been sleeping well lately.
Motivation: Wants to work out more often.
Ideals: Athletic. Flaws: Ugly, Insomniac. Bonds: Military. Occupation: Roofer
Voice: Pirate accent
Attributes [hide]
Medium (6'9") Tiefling, Neutral Evil (CR 5)
Armor Class 10
Hit Points 23 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 18 (+4) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 3 | 2 | 1 | 0 | 0 | 0 |
Possessions: 6000 sp. Aquamarine (200 gp). Deep blue spinel (200 gp). Blue quartz (14 gp).
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Their contribution stands as a beacon of hope for all adventurers!

