| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Survivor's Instinct. Aghar have advantage on Wisdom (Survival) checks and Charisma (Persuasion) checks to convince a creature not to harm them.
Timidity. Aghar have disadvnatage on Charisma saving throws to resist being Frightened and against resisting Charisma (Intimidation) checks against them.
Stick. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4+2) Bludgeoning damage.
Sling. Ranged Attack Roll : +4, range 30 ft./120 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
Description
Aghar (meaning "Anguished" in Dwarvish), or gully dwarves, are the result of crossbreeding between dwarves and gnomes, and have inherited the worst traits of both races. Squalid and of low birth, most see the gully dwarves as stupid oafs, but many more tolerant scholars view these impoverished people as merely the products of centuries of mistreatment and apathy from the other races of Krynn. Yet the Aghar make up for their lack of education through sheer determination as proud and utterly loyal race. Some more fortunate Aghar even have taken up work as thieves and assassins due to their higher natural ability to sneak past their foes and their uncanny skills in survival.
Previous Versions
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3/29/2024 4:36:24 PM
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3
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0
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Coming Soon
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3/8/2025 4:32:25 PM
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13
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0
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Coming Soon
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