Redshirt Greentoe's Page


Backstory here.


Description here.

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Redshirt Greentoes

Medium humanoid (hill dwarf), chaotic good
Armor Class 16 Chain Mail
Hit Points 14 (1d10 + 4)
Speed 30 ft.
15 (+2) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 8 (-1)

Saving Throws STR +4, CON +5
Skills Athletics +4, Deception +1, Insight +2, Survival +2
Damage Resistances Poison
Senses Darkvision 60ft., Passive Perception 10, Passive Investigation 10, Passive Insight 12
Languages Almebezbik, Dwarvish, Sylvan

Dwarven Resilience. Redshirt has advantage on saving throws against being poisoned.

Stonecunning. Whenever Redshirt makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check.

Solidarity. Redshirt has an unspoken kinship with all people who live in servitude, a shared understanding of what it means to serve a master, as he once did. Speaking in a socially coded language, he can gain the trust of other servants, find welcome in their company, shelter in their midst, and sometimes even gain access to places of power through the back doors. Speaking with other slaves and servants, he can easily glean from them rumors and information regarding their masters.


Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Second Wind (Recharges after a Short or Long rest). As a bonus action, Redshirt can regain 1d10 + 1 hit points.