NPC Closeup 10/28/2001


Durand Stonetalker



Durand Stonetalker 1st-Level

Durand Stonetalker: Male mountain dwarf Drd1; CR 1; Medium-size humanoid; HD 1d8+2; hp 6; Init +2; Spd 20 ft.; AC 15 (touch 12, flat-footed 13); Atk +1 melee (1d6/x2, masterwork club) or +2 ranged (1d4/x2, sling); SQ animal companion (badger), dwarf traits, nature sense; AL N; SV Fort +4, Ref +2, Will +4; Str 10, Dex 14, Con 15, Int 12, Wis 15, Cha 6. Height 4 ft, 4 in.

Skills and Feats:Animal Empathy +2, Craft (metalworking) +3, Craft (stoneworking) +3, Handle Animal +2, Intuit Direction +6, Knowledge (nature) +5, Wilderness Lore +6; Blind-Fight.

Animal Companion: Durand has a badger animal companion named Durz.

Dwarf Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).

Nature Sense: Durand can identify plants and animals (their species and special traits) with perfect accuracy. He can determine whether water is safe to drink or dangerous.

Druid Spells Prepared: (3/2; base DC = 12 + spell level): 0 -- cureminor wounds, know direction, light; 1st -- animal friendship, summon nature's ally I.

Possessions: Masterwork club (worked stone stalagmite), hide armor, sling, 20 stone bullets, potion of cure light wounds (3), potion of endure elements (2).Durand abandoned his remaining money long ago, considering it worthless.

Durz: Male badger; CR 1/2; Tiny animal; HD 1d8+2; hp 6; Init +3; Spd 30 ft., burrow 10 ft.; AC 15 (touch 15, flat-footed 12); Atk +5 melee (1d2-1, 2 claws) and +0 melee (1d3-1, bite); Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6.

Skills and Feats: Escape Artist +7, Hide +11, Listen +4, Spot +4; Weapon Finesse (bite, claw).

Rage (Ex): A badger that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC, producing the following changes in the above statistics: hp 8; AC 13 (touch 13, flat-footed 10); Atk +5 melee (1d2+1, 2 claws), +0 melee (1d3, bite); SV Fort +6; Str 12, Con 19. Durz cannot end his rage voluntarily.

Low-Light Vision: A badger can see as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Scent (Ex): A badger can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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