It was about two decades ago when Strondin came to town. He was bloody and beaten, and refused to tell
anyone about what happened to him. Without a copper to his name, he was given treatment by Zayep of the Brotherhood of Olios.
A few weeks later, and Strondin was getting by doing odd jobs around town for whatever folks would pay. A year later, and he purchased a tavern that was in rough shape and started work on it. Now, known as The Red Fern, his place and its owner are doing great.
Strondin likes his own product just a little too much.
Generally a light hearted and friendly soul, Strondin will only get grumpy if someone presses him about his past.
As the evening (and drinks) wear on, he’s been known to
take his shirt off the “properly enjoy the night!” and show
people his tattoos.
By default, he will drop all friendliness from his demeanor
and simply reply with “Let the past stay there.” unless
If anyone pushes further, he will immediately stop
socializing with the offending party and try to engage another
group in discussion to get his mind off it.
If the offending party still pursues the issue, Strondin will
attempt to bodily remove them from his bar.
A Tale of Woe
It really is difficult to uncover the true history of the man
known as Strondin, but not impossible. If someone manages
to uncover it by whatever means, his story essentially boils
down to this: He was a member of a grand adventuring party
that was killed off when one of their own betrayed them at
the worst possible moment. One of the dead was a woman he
loved. Strondin once read a book about the idea that red ferns
grow where heroes fall, and this is where the name of the
tavern was born (though he never tells people that).
Medium humanoid (Dwarf Bartender), Neutral Good
Armor Class 13 (Natural Armor)
Hit Points 32 (4d8+12)
Saving Throws Str +4, Con +4
Skills Insight +6, Intimidation +4, Investigation +4
Damage Resistances Poison
Senses darkvision 60′, Passive Perception 12
Languages Common, Dwarven
Challenge 4 (1,100 XP)
Barkeep Resilience. Strondin has advantage on saving
throws against poison, spells, and illusions, as well
as to resist being charmed or paralyzed.
Multiattack. Strondin Greyspine makes two attacks
with a beer stein in each of his massive hands.
Improvised Weapon. Attack Style: Dual beer steins
Reach/Range: one target. Hit: +2 to hit (str) Damage
Type 1d6+2 ea.
Leadership (Recharges after a Short or Long Rest). For
1 minute, Strondin can utter a special command or
warning whenever a nonhostile creature that it can
see within 30′ of it makes an attack roll or a saving
throw. The creature can add a d8 to its roll provided
it can hear and understand Strondin. A creature can
benefit from only one Leadership die at a time. This
effect ends if Strondin Greyspine is incapacitated.
Sneak Attack (1/Turn). Strondin Greyspine deals an
extra 7 (2d6) damage when he hits a target within
5′ of an ally that isn’t incapacitated and Strondin
doesn’t have disadvantage on the attack roll.
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