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Endri Amspoker in Dungeons & Dragons 5e

Aerdeth's Guide to the Wasteland

Endri Amspoker

Medium Human, Wandering Mercenary, Lawful Neutral

Armor Class 18 (Heavy Scrap Armour)
Hit Points 40 (6d8+15)
Speed: 30 ft

STR

15
( +2 )

DEX

13
( +1 )

CON

16
( +3 )

INT

10
( +0 )

WIS

11
( +0 )

CHA

10
( +0 )

Saving Throws Strength +5, Dexterity +4
Skills Athletics +5, Insight +3, Intimidation +3, Stealth +4
Senses Passive Perception 10
Languages Common, Spanish, Sioux
Challenge Rating 3
Proficiency Bonus +3

Description

Endri is a tall man who typically wears a long black leather coat with a red leather shirt under his Spiked Scrap Mail, with simple trousers and very tall laced and buckled leather boots. He also wears a Red Bandanna around his neck, which can be used to cover his face if need be. He wields a Wooden Baseball Bat with Barbed Wire and Nails stuck to it, a Semi-Automatic Pistol, and a Double Barrel Shotgun.
Endri often comes across as cold and standoffish, especially in combat, where he shows no mercy. Outside of combat, when around his friends, he is generally quiet and avoids talking, but has a good sense of humour.

Ideals

We must hold on to our community and family, and give our all to protect them.

Bonds

I will find my Sister Ylda, and my Brother Faolan, and keep them both safe.

Flaws

I lose myself in the heat of battle, often dehumanising my enemies.


Gunner: Endri ignores the loading property of Firearms, and Attack Rolls made with Firearms against Creatures within 5ft of him don't have Disadvantage.
Unwavering Aggressor: Endri can make an oppurtunity attack when a Creature that enters his melee range, as well as when it leaves his melee range. In addition, he can make an additional Attack against a Creature in Melee Range once per turn when he reduces a Creature to 0 Hitpoints.
Against the Odds: Endri has Advantage on Strength, Dexterity and Constitution Saving Throws when he has Half of his Hitpoints or less remaining.

Actions

Multiattack: Endri makes two attacks with his Nail Bat.
Unarmed Strike: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 3 Bludgeoning Damage.
Combat Knife: Melee or Ranged Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d6+2 Piercing Damage.
Spiked Baseball Bat: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d8+2 Bludgeoning Damage and 1d4 Piercing Damage.
10mm Pistol: Ranged Weapon Attack: +4 to hit Range 50/150ft. Hit: 2d6+1 Piercing Damage (12 Shot Capacity)
Double-Barrel Shotgun: Ranged Weapon Attack: +4 to hit Range 30/90ft. Hit: 4d4+1 Piercing Damage (2 Shot Capacity)


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