Yngvarr Stormborn

Mighty Dwarf Enhancement Shaman

Male Hill Dwarf
NG Medium Humanoid
Class: Shaman
Level: 16
Height: 4’6", Weight: 185
Hair: Black, Eyes: Green, Skin: Tanned
Age: 45
Background: Accursed Realm
Passive Perception: 25, Passive Investigation: 10, Passive Stealth: 22
Ability Score Modifier Saving Throw
STR 11/25 + 7 + 7
DEX 14 + 2 + 2
CON 14 + 2 + 2
INT 10 + 0 + 0
WIS 20 + 5 + 10
CHA 10 + 0 + 5
AC: 19
Armor Worn: Scorpion Half-Plate, Sentinel Shield
Initiative: + 9
Speed: 25
Proficiency: + 5
Hit Points: 146
Hit Dice: 16d8
Number of Attacks: 2
Resistances and Immunities
Damage Resistances: Poison
Damage Immunities: Poison
Condition Immunities: Poisoned
Weapon Attack Bonus Damage Range Notes
Dwarven Thrower + 15 1d8 + 12 bludgeoning ( + 1d8/2d8) 20/60 Thrown
+ 1 Silver Dagger + 13 1d4 + 10 piercing 20/60 Finesse, Light, Thrown
+ 1 Light Repeating Crossbow + 8 1d8 + 3 piercing 40/160 Ammunition, Loading, Two-Handed
Skill Name Total Ability Proficiency Temp.
Acrobatics + 2 DEX ( 2 ) + 0 + 0
Animal Handling + 5 WIS ( 5 ) + 0 + 0
Arcana + 0 INT ( 0 ) + 0 + 0
Athletics + 12 STR ( 7 ) + 5 + 0
Deception + 0 CHA ( 0 ) + 0 + 0
History + 0 INT ( 0 ) + 0 + 0
Insight + 5 WIS ( 5 ) + 0 + 0
Intimidation + 0 CHA ( 0 ) + 0 + 0
Investigation + 0 INT ( 0 ) + 0 + 0
Medicine + 5 WIS ( 5 ) + 0 + 0
Nature + 0 INT ( 0 ) + 0 + 0
Perception + 10 WIS ( 5 ) + 5 + 0
Performance + 0 CHA ( 0 ) + 0 + 0
Persuasion + 0 CHA ( 0 ) + 0 + 0
Religion + 0 INT ( 0 ) + 0 + 0
Sleight of Hand + 2 DEX ( 2 ) + 0 + 0
Stealth + 7 DEX ( 2 ) + 5 + 0
Survival + 10 WIS ( 5 ) + 5 + 0
Other Proficiencies
Tool Proficiencies: Brewer’s Supplies, Woodcarver’s Tools
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Languages: Common, Dwarvish, Kelish, Primordial, Thassilonian, Varisian
Spell Attack: + 10
Spell Save DC: 18
Number of Spell Slots: 4
Spell Slot Level: 5th
Control Flames, Frostbite, Guidance, Mold Earth, Shape Water
Spells Known
Cure Wounds, Find Familiar, Find Steed, Lesser Restoration, Bestow Curse, Call Lightning, Haste, Remove Curse, Spirit Guardians, Water Breathing, Fire Shield, Vitriolic Sphere, Awaken, Greater Restoration, Immolation
Spiritual Awakening Spells (1/long rest each)
Spiritual Awakening (6th Level): Chain Lightning
Spiritual Awakening (7th Level): Regenerate
Spiritual Awakening (8th Level): Control Weather
Elemental Blast Totem, Healing Stream Totem, Healing Tide Totem, Hungering Spirit Totem, Skyfury Totem, Tranquility Totem, Windfury Totem
Dwarven Thrower, + 1 Light Repeating Crossbow, + 1 Silver Dagger, Scorpion Half-Plate, Sentinel Shield, Alchemy Jug, Bag of Holding, Belt of Fire Giant Strength, Boots of Elvenkind, Carpet of Flying, Cloak of the Manta Ray, Horn of Silent Alarm, Instant Fortress, Lantern of Revealing, Periapt of Proof against Poison, 4 Potions of Vitality, 2 Vials of Alchemist’s Fire, 2 Vials of Antitoxin, Backpack, Bedroll, Blanket, Brewer’s Supplies, Crossbow Bolt Case w/ 20 Bolts, Scroll Case, Traveler’s Clothes, Component Pouch, Flask, Healer’s Kit, 2 Vials of Holy Water, 10 Bottles of Ink, 5 Ink Pens, Mess Kit, Steel Mirror, 10 Flasks of Oil, 20 Sheets of Paper, Smoking Pipe, Spare Smoking Pipe, Pipe Weed, 4 Potions of Healing (2d4 + 2), 10 Days of Rations, Sealing Wax, Signet Ring, Soap, Tankard, Spare Tankard, Backup Spare Tankard, 2 Waterskins, Woodcarver’s Tools
Total Weight Carried: 94/375 lbs.
Current Cash: 110 gp, 0 sp, 0 cp
This is a finely wrought suit of dwarf-sized half-plate armor, made from the carapace of a giant chromatic emperor scorpion. It is black and has sharp ridges built into the back of the forearms and front of the shins. Dwarven runes are etched along the edges of the plates. It was created by dwarves in a long-gone age, but some of the suit’s ancient magic still lingers. In addition to the suit’s normal properties, the wearer also understands how to read and write Ancient Thassilonian. Upon the breast is an ancient dwarven symbol of power used by shamans and runesmiths over a thousand years ago. The armor subtly urges the wearer to act in a courageous and heroic way.
This round shield is made from an unknown dark blue metal that was tempered in the elemental plane of air. It is extremely light (only 1 pound), but is harder than steel. In addition to providing the normal bonus to Perception checks, the shield also grants the bearer a + 2 bonus to initiative. Primordial runes on the shield’s front state that the bearer is a friend of the elements and holds a position of influence and power. The bearer also feels an obligation to be kind and generous to residents of the elemental planes.
This mighty hammer is Yngvarr’s pride and joy; an old family heirloom. The hammer belonged to Yngvarr’s grandfather who went missing over 20 years ago. The hammer is of celestial craftsmanship. It weighs only one pound. Dwarvish and Celestial runes are worked across the weapon, and fiends find the weapon repulsive. In addition to the hammer’s normal properties, the hammer can detect the presence of fiends within 120 feet. The hammer can shed bright light within 20 feet and dim light for another 20 feet (no action). The bearer also feels distrust towards fiends and has an urge to attack them on sight.
When this magical fortress is summoned, all observing it can immediately tell its exotic make. The fortress’ build strongly suggest ties to Tien, as it looks very similar to many buildings there. The stones of the tower are black and glossy, and the thick wood of the support beams and floors inside are polished to a high gleam. There is a raised roof over the battlements that has a very Tien-like pointed shape. Occupants inside the fortress suffer no harm in temperatures as cold as -20 degrees or as warm as 120 degrees.
Boots of Elvenkind: While wearing these boots you have advantage on Stealth checks.
Carpet of Flying: This 6′×9′ magical carpet can carry up to 800 pounds and has a fly speed of 30.
Cloak of the Manta Ray: You can breathe underwater and have a swim speed of 60.
Darkvision (60 feet): You may see in darkness as if it were dim light.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance to poison damage.
Dueling Fighting Style: You gain a + 2 bonus to damage when wielding a weapon in one hand and no weapon in the other.
Enhancement Totem Boost: Totems have additional effects if they possess an Enhancement Boost.
Lantern of Revealing: While lit, reveals invisible creatures and objects within 30 feet.
Periapt of Proof against Poison: Immunity to poison damage and the poisoned condition.
Scorpion Armor: + 5 Initiative, no penalty to Stealth, no penalties in hot weather, take poison damage when donning or doffing.
Sentinel Shield: Advantage on Perception checks.
Sharpshooter: Attacking at long range doesn’t impose disadvantage, you may ignore 1/2 and 3/4 cover, you may take a -5 penalty to hit in order to deal + 10 damage.
Spirit Beast (5/long rest): Bonus action to summon spirit beasts that pursue and distract a creature of your choice within 30 feet. You and allies have advantage on melee attack rolls against target until the start of your next turn.
Spirit Guide: Proficiency bonus is doubled for Charisma checks when dealing with spirits or elementals.
Spirit Walk (1/short rest): Cast commune once per short rest.
Stonecunning: Proficient with Int (History) to determine origin of stonework.
Personality Traits
Bow – “I bow to neither lord nor god.”
Spirits – “I often feel that the spirits of the old world speak to me, and I respond when I can.”
The Land – “The spirit of the land guides my actions, even as it tests me.”
Grandfather – “My grandmother told me stories of my grandfather, and I just know he’s the key to the hidden truth of my life. I must find him.”
Spirits – “I talk to invisible spirits, that no one but me can see.”
Wanderer – You have a head for and memory for maps and geography, you can easily recall any terrain, settlement, mountain range, with great accuracy. You also have the ability to easily find food and fresh water for you and up to five other people each day, granted if there are berries, small game, water, etc. in the area.



Male Celestial Pseudodragon Familiar
Armor Class: 13
Hit Points: 10
Speed: 15, fly 60
6 ( – 2) 15 ( + 2) 13 ( + 1) 10 ( + 0) 12 ( + 1) 10 ( + 0)
Skills: Perception + 3, Stealth + 4
Senses: Blindsight 10’, Darkvision 60’
Languages: Understands Common and Draconic but can’t speak.
Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects. This resistance also applies to Yngvarr, as long as Oz is within 10 feet.
Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Bite: + 4, 1d4 + 2 piercing
Sting: + 4, 1d4 + 2 piercing and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Yngvarr Stormborn

Legends of Thassilon kerkuta MichaelPerry