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Durgeddin / Durgeddin-Illiren 
Illiren
Instructions
Attack
- Carry great axe. On first round, launch great axe and as a free action draw the halberd. On the 4th round, sheath the halberd to catch the axe.
 - Bite: When you take damage, your jaws grow into a wolflike muzzle. In place of a normal attack, it deals 1d8+5 points of damage, has +10 or more to hit, and if it hits (if not attacking a construct or undead), you regain hit points equal to your proficiency bonus as long as you have less than half hit points.
 - Broadhead bow can be used to cast faerie fire and darkness once each per day and dancing lights at will. Hates dwarves. (Range: 150/600, where 600 is max range at disadvantage)
 
 Healing
- Second Wind: 1/short rest, heal 1d10+level as a bonus action
 - Call the Hunt: When you first begin raging in combat (which happens after taking damage), a number of allies equal to your Constitution modifier can also gain ferocity. While you rage, 1/turn they can deal an extra 1d6 dmg when they hit with an attack. You gain 5 temp hp for each creature empowered.
 
 Movement
- Bestial Movement: You have a climbing speed equal to your walking speed. When you jump, you can make an Athletics check and extend your jump by a number of feat equal to the result.
 - Celestial chainmail: can fly
 
 Saving throws
- Indomitable: 3/day, if you fail a saving throw, you may choose to succeed instead
 - Advantage against all spell saving throws, absorbs 8 failures
 
 Skills
- Remarkable Athlete: Whenever rolling Athletics or Acrobatics, a roll of 7 or less on 1d20 is treated as an 8
 - Feral Senses: You have advantage on perception checks based on hearing or smell, and as long as you can hear and smell you have blindsight 10 ft.
 
 Abilities
- Action Surge: 1/short rest, take an extra action in a round
 - Second Wind: 1/short rest, heal 1d10+level as a bonus action
 - Improved Critical: You make a critical hit on a natural 19 or 20
 - Remarkable Athlete: Whenever rolling Athletics or Acrobatics, a roll of 7 or less on 1d20 is treated as an 8
 - Extra Attack: When you take the attack action, you may make 4 attacks
 - Indomitable: 2/day, if you fail a saving throw, you may choose to succeed instead
 - Bite: When you take damage, your jaws grow into a wolflike muzzle. It deals 1d8+5 points of damage, has +10 or more to hit, and if it hits, you regain hit points equal to your proficiency bonus as long as you have less than half hit points.
 - Bestial Movement: You have a climbing speed equal to your walking speed. When you jump, you can make an Athletics check and extend your jump by a number of feat equal to the result.
 - Feral Senses: You have advantage on perception checks based on hearing or smell, and as long as you can hear and smell you have blindsight 10 ft.
 - Call the Hunt: When you first begin raging in combat, a number of allies equal to your Constitution modifier can also gain ferocity. While you rage, 1/turn they can deal an extra 1d6 dmg when they hit with an attack. You gain 5 temp hp for each creature empowered.
 
 Loot
- 4 healing potions
 - 1 antitoxin
 - warhorse with studded leather barding
 - 3200 silver pieces
 - 1757 gold pieces
 - 1206 platinum pieces
 - 9800 gp worth of misc jewelry
 - 3300' of rope (magic item, weighs 10 pounds)
 - EagleEye Halberd - you have advantage on initiative rolls, and cannot be surprised
 - Dancing Greataxe
 - Celestial chainmail: has fly
 - 5 antiplague
 - Enchanted Wyvernscale Mail - +1 enhancement, and doesn't impose disadvantage on Stealth checks (not using)
 - Scarab of protection (advantage on saving throws against spells. If you fail against necromancy or undead effect, spend a reaction to spend a charge. It has 12 charges.)
  
 
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