Medium Humanoid (Dwarf), Neutral Good
AC 17 Splint Mail Shirt    Initiative +1 (11)
HP 58 (9d8 + 18)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 13 +1 +1
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Skills History +2, Insight +4, Intimidation +4, Perception +5, Persuasion +4
Resistances Poison
Gear Arl wears sturdy traveler’s clothes over a hidden splint mail shirt, a well-worn dwarven dagger at his belt, and keeps a balanced dwarven mace within easy reach behind the bar, ready should trouble find its way into his inn.
Senses Darkvision 60 ft; Passive Perception 16
Languages Common, Dwarvish, Elvish, Thieves’ Cant
CR 3 (XP 700; PB +2)
Traits

Dwarven Resistance: Arl has resistance to poison damage and advantage on saving throws against being poisoned.

Stonecunning. When Arl makes an Intelligence (History) check related to the origin, construction, or structural features of stonework, he gains proficiency in the History skill for that check.

Actions

Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage.

Dagger: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.

Improvised Weapon: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Examples include mugs, stools, bottles, or whatever is nearby.

Improvised Weapon: Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) bludgeoning damage. Examples include mugs, stools, bottles, or whatever is nearby.

Description

Arl Bortock is a broad-shouldered mountain dwarf with a thick, braided beard streaked with iron gray and eyes that rarely lose their amused sparkle. His face is weathered from years of hard travel and harder fights, but it now carries the easy warmth of a man who has traded battlefields for barrooms without losing the edge that kept him alive.

Behind the bar of The Jolly Dwarf Inn, Arl moves with practiced efficiency, one hand often wiping down the polished wood while the other sets a fresh flagon before a patron. His laughter comes easily and often, deep and booming, filling the room as readily as the scent of ale. He greets regulars by name, treats strangers like old friends, and rarely lets a mug sit empty for long.

Beneath his well-kept clothes, the subtle ridges of a splint mail shirt are visible to a trained eye, the metal plates shifting slightly when he leans or reaches. It is a quiet warning that the jovial innkeeper is no soft target. A finely crafted dwarven dagger rests at his belt at all times, its worn grip a sign of long familiarity. Within arm’s reach behind the bar, a heavier answer waits. A solid dwarven mace, balanced and deadly, positioned where Arl can lay hand on it without looking.

Arl enjoys a good story as much as a good drink, and he is rarely short on either. His tales of past exploits grow a little grander with each telling, details stretching just enough to draw a laugh or widen a listener’s eyes. Whether the stories are entirely true is another matter, but his delivery makes them worth hearing regardless.

More than a barkeep, Arl is a node of quiet information. He listens as much as he talks, picking up fragments of conversation, rumors, and passing news. For the right coin, or sometimes the right favor, he is known to share what he knows. And what he knows is often more valuable than the ale he pours.

RealJabberwocky

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