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Arral Ironfist in Dungeons & Dragons 5e

Arral Ironfist

Medium Lythari, Chaotic Good

Armor Class 19
Hit Points 80
Speed

STR

20
( +5 )

DEX

14
( +2 )

CON

17
( +3 )

INT

8
( -1 )

WIS

12
( +1 )

CHA

12
( +1 )

Skills Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), javelin, belt pouch, set of traveler's clothes, hunting trap, a staff, trophy from a slain animal. (This load is about 155 lbs.; add 1 lb. per 50 coins carried.)   Magic Items (DMG p. 135)
  • • +2 magic warhammer
  • Portable Hole
  • • Quaal's feather token (anchor)
  • • quiver of Ehlonna
  • • staff of thunder and lightning (a)
  • • potion of greater healing (4d4+4 hp)
  • • 2 potions of healing (2d4+2 hp)
  (a) Item attuned to character.     Coins & Gems: 587 gold pieces (gp 40 silver pieces (sp 40 copper pieces (cp 4 gems (worth 50 gp each)
Languages Common, Elvish, Gnomish
Challenge Rating 8

Description

Arral Ironfist is the head of a mercenary group called the Wild Gauntlets. They are part of a larger organization called "The Gauntlets" which is a loosely related series of groups of mercenaries across Urur.   Arral is brash but not unreasonable. She acts friendly towards people and will go out of her way to make sure others remain unharmed even if they are her enemies. Arral loves to fight and dance and will take any opportunity to do something physical.

Ideals

Measure how every action has a consequence.

Bonds

Loves to out-do rivals

Flaws

Secret noble in exile. Child of infamous assassin.


Fighter Class Features [PHB p. 70] • Fighting Style (Defense)   • Second Wind (regain 1d10+8 h.p.)   • Action Surge (extra action in turn once betw. short rests)   • Improved Critical (crit on 19 or 20)   • Extra Attack (2/attack)   • Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills)

Actions

+2 Magic Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+7 bludgeoning damage. (If used two-handed in melee, does 1d10+7 damage.)   Javelin. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d6+5 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)


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