Berrick
- Party Experience (← links | edit)
- Session 131 Prep (← links | edit)
- Oakhaven (← links | edit)
- Session 132 Prep (← links | edit)
- Session 133 The Sage, the Suitor, and the Smashed Blacksmith (← links | edit)
- Session 134 Prep (transclusion) (← links | edit)
New Monster
Medium humanoid, Lawful Neutral
Armor Class 10
Hit Points 10
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |:---:|:---:|:---:|:---:|:---:|:---: | 10 (0) | 10 (0) | 10 (0) | 10 (0) | 10 (0) | 10 (0)
Saving Throws —
Skills Athletics +5, Animal Handling +3, Intimidation +1
Damage Vulnerabilities —
Damage Resistances —
Damage Immunities
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 0 (10)
Actions
Legendary Actions
Reactions
Roleplaying Notes
Campaign: Corsairs
Appearance: Heavily muscled, gruff face with a permanent scowl, short-cropped brown hair. Wears leather armor, showing signs of wear and repair. Carries a whip.
Voice/Mannerisms: Speaks in short, harsh sentences, often punctuated with grunts and curses, a constant undercurrent of frustration in his tone.
Bond: The Merchants Guild, his only means of survival.
Ideal: Loyalty and obedience, within the rigid structure of his indentured servitude.
Flaw: Quick to anger and prone to violence, exacerbated by his feeling of being trapped.
Info: Berrick is a formidable opponent and a loyal servant of the Guild, his loyalty enforced by his indentured status. His knowledge of the transport routes and the Guild's network is extensive. He is unlikely to cooperate willingly, and may be violently defensive of his masters.
Equipment: Leather armor, whip, set of stable keys, a pouch of gold coins (from his meager allowance).