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Belrum Vonimur

Medium Hill Dwarf, Path of the Giant Barbarian, Soldier, Chaotic Neutral

Armor Class 17 (Half-Plate)
Hit Points 72 (5d12+3)
Speed: 35 ft

STR

20
( +5 )

DEX

14
( +2 )

CON

16
( +3 )

INT

7
( -2 )

WIS

14
( +2 )

CHA

12
( +1 )

Saving Throws Str +8, Con +6
Skills Athletics +8, Intimidation +4, Perception +5, Persuasion +4, Survival +5, mason's tools, cards, vehicles (land).
Damage Resistances Poison
Senses Darkvision 60ft.
Languages Common, Dwarvish and Giant
Challenge Rating 5
Proficiency Bonus +3

Description

32 year old, 4'2, 160lbs Hill dwarf man with pale skin, thick black short hair and beard. He wears shoddy dark half-plate over a thick black gambeson and wields an oversized stone maul with metal bands.

At will: Giant’s Power. Wisdom is your spellcasting ability for this spell. DC 13. Thaumaturgy


Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Unarmored Defense. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Danger Sense. You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.   Reckless Attack. You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.   Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.   Crusher. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.   Special Items. Boots of the Vigilant, Amulet of the Drunkard, Slumbering Dragon Vessel

Actions

Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.   +1 Maul. Melee Weapon Attack: +9 to hit, reach 5ft. one target. Hit 13 (2d6+6) bludgeoning damage.

Bonus Actions

Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 3 times, you must finish a long rest before you can rage again.


Created by

Noble 7.

Statblock Type

NPC Sheet

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