Lazybones
Adventurer
Pelanther and Fenrus
Pelanther, Gnome Druid 10
S12, D10, C16, I10, W18, Ch10
Fort +10, Ref +3, Will +13
Atk +12/+7 melee (1d8+3, +2 scimitar), +7/+2 ranged (1d4 sling bullet or thunderstone)
AC 15 (leather armor +2, size), hp78
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, wild shape 4/day (up to large size), venom immunity
Home Region: Waterdeep
Skills and Feats: Improved Initiative, Iron Will, Scribe Scroll, Weapon Focus (scimitar), Alchemy +2, Animal Empathy +13, Concentration +16, Listen +6, Knowledge (nature) +13, Wilderness Lore +17
Spells: (6/5/5/4/4/2) 0/cure minor wounds, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/purify food and drink, 1/cure light woundsx3, 1/endure elements, 1/entangle, 2/barkskinx2, 2/flaming sphere, 2/lesser restoration, 2/speak with animals, 3/cure moderate wounds, 3/greater magic fang, 3/protection from elements, 3/summon nature’s ally III, 4/cure serious wounds, 4/dispel magic, 4/flame strike, 4/summon nature’s ally IV, 5/animal growth, 5/summon nature’s ally V
Equipment: +2 scimitar, +2 leather armor, boots of striding and springing, ring of sustenance, various minor potions and spell scrolls, pouch of holding (as bag, type I) containing assorted adventuring gear, sling, 10 lead bullets, 5 thunderstones, ring w/continual flame
Fenrus, advanced dire wolf
S25, D15, C17, I2, W12, Ch10
Fort +10, Ref +9, Will +6
Atk +13/+8 melee (1d8+10 bite)
AC14 (-1 size, +2 Dex, +3 natural), HD 10d8+30 (75hp)
SA: trip, scent
Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
*+4 when tracking by scent
Pelanther, Gnome Druid 10
S12, D10, C16, I10, W18, Ch10
Fort +10, Ref +3, Will +13
Atk +12/+7 melee (1d8+3, +2 scimitar), +7/+2 ranged (1d4 sling bullet or thunderstone)
AC 15 (leather armor +2, size), hp78
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, wild shape 4/day (up to large size), venom immunity
Home Region: Waterdeep
Skills and Feats: Improved Initiative, Iron Will, Scribe Scroll, Weapon Focus (scimitar), Alchemy +2, Animal Empathy +13, Concentration +16, Listen +6, Knowledge (nature) +13, Wilderness Lore +17
Spells: (6/5/5/4/4/2) 0/cure minor wounds, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/purify food and drink, 1/cure light woundsx3, 1/endure elements, 1/entangle, 2/barkskinx2, 2/flaming sphere, 2/lesser restoration, 2/speak with animals, 3/cure moderate wounds, 3/greater magic fang, 3/protection from elements, 3/summon nature’s ally III, 4/cure serious wounds, 4/dispel magic, 4/flame strike, 4/summon nature’s ally IV, 5/animal growth, 5/summon nature’s ally V
Equipment: +2 scimitar, +2 leather armor, boots of striding and springing, ring of sustenance, various minor potions and spell scrolls, pouch of holding (as bag, type I) containing assorted adventuring gear, sling, 10 lead bullets, 5 thunderstones, ring w/continual flame
Fenrus, advanced dire wolf
S25, D15, C17, I2, W12, Ch10
Fort +10, Ref +9, Will +6
Atk +13/+8 melee (1d8+10 bite)
AC14 (-1 size, +2 Dex, +3 natural), HD 10d8+30 (75hp)
SA: trip, scent
Skills and Feats: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
*+4 when tracking by scent