Zagh Earthcrusher Cathradu
Zagh is a druid of the Verdant Sigil. She operates close to Ventania and Ollaro and her familiar is a white ferret named Kayli.
Physical Description
General Physical Condition
Name: Zagh Earthcrusher Cathradu
Race: Goliath
Class & Level: Druid 8 (Circle of the Grassland)
Background: Sailor
Alignment: Chaotic Good
Experience: 35,360 xp
ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any)
Strength 12
+1 ... Strength Ability Checks
+1 ... Strength Saving Throws
+4 ... Athletics Skill *
360 lbs. ... Maximum Carrying Capacity
720 lbs. ... Max. Push or Drag (Speed -5 ft.)
720 lbs. ... Maximum Lift
Dexterity 13
+1 ... Dexterity Ability Checks
+1 ... Dexterity Saving Throws
+1 ... Acrobatics Skill
+1 ... Sleight of Hand Skill
+1 ... Stealth Skill
Constitution 16
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws
Intelligence 8
-1 ... Intelligence Ability Checks
+2 ... Intelligence Saving Throws *
-1 ... Arcana Skill
-1 ... History Skill
-1 ... Investigation Skill
+2 ... Nature Skill *
-1 ... Religion Skill
Wisdom 19
+4 ... Wisdom Ability Checks
+7 ... Wisdom Saving Throws *
+4 ... Animal Handling Skill
+4 ... Insight Skill
+4 ... Medicine Skill
+7 ... Perception Skill *
+7 ... Survival Skill *
Charisma 12
+1 ... Charisma Ability Checks
+1 ... Charisma Saving Throws
+1 ... Deception Skill
+1 ... Intimidation Skill
+1 ... Performance Skill
+1 ... Persuasion Skill
COMBAT [PHB p. 189]
17 ... Passive Perception
+1 ... Initiative Modifier
Armor Class 14 ... Armor worn: leather armor, wooden shield
30 ft. Speed ... Base distance per move
67 hit points ... 8d8 Hit Dice
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6+1 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Sling. Ranged Weapon Attack: +4 to hit. Hit: 1d4+1 bludgeoning damage. (Normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 15 Constitution saving throw or take 2d12 poison damage. (No damage if made save.)
FEATURES, TRAITS, SPECIAL ABILITIES
Sailor Background [PHB p. 139]
• Feature: Ship's Passage.
• Traits: Comes from family of sailors. Suffers ophidiophobia, fear of snakes.
• Ideal: My captain, right or wrong.
• Bond: Has a lover in every port.
• Flaw: Says anything to avoid work.
Proficiencies & Languages
• Proficiency Bonus: +3
• Armor: light armor, medium armor, shields (nonmetal only)
• Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
• Tools: navigator's tools, vehicles (watercraft)
• Saving Throws: Intelligence, Wisdom
• Skills: Athletics, Nature, Perception, Survival
• Languages: Common, Giant
Goliath Traits [VGtM p. 108]
• Age: 27 years old
• Medium Size (6' 10", 240 lbs.)
• Stone's Endurance (reaction to reduce damage 1d12+3 once per short rest)
• Powerful Build (carry, push, drag, lift as if large size)
• Mountain Born (used to high altitudes and cold climates)
Druid Class Features [PHB p. 65]
• Ritual Casting
• Wild Shape (max. CR 1, twice betw. short or long rests)
• Natural Recovery (regain spell slots in short rest)
• Land's Stride (move through plants, adv. on saves)
Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 15 Constitution saving throw or take 2d12 poison damage. (No damage if made save.)
Spellcasting [PHB p. 201]
Spell Attack Modifier +7
Spell Save DC 15
Cantrips Known: Guidance, Mending, Poison Spray
Prepared Spells
1st Level (4 slots): Faerie Fire, Charm Person, Cure Wounds, Detect Magic
2nd Level (3 slots): Invisibility*, Pass Without Trace*, Barkskin, Hold Person, Lesser Restoration
3rd Level (3 slots): Daylight*, Haste*, Dispel Magic, Call Lightning, Conjure Animals
4th Level (2 slots): Divination*, Freedom Of Movement*, Dominate Beast, Grasping Vine
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, dagger, sling and 20 stones, belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm. (This load is about 42 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 730 gold pieces (gp 5 silver pieces (sp 37 copper pieces (cp 4 gems (worth 50 gp each)
Current Location
Species
Children
Gender
Female
Eyes
Pale yellow
Hair
Long Black Hair
Skin Tone/Pigmentation
Greyish Skin
Height
7'10"
Weight
340
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