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Creatures

Edrin Pike

A Hollowmere ferryman with rescue expertise, local knowledge, and complete actions.

Creature profile

Type Medium humanoid, neutral
Armor Class 13 (oilskin and quick footing)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 20 ft.
Ability Scores STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 11 (+0), WIS 15 (+2), CHA 10 (+0)
Saves and Skills Athletics +5, Perception +4, Survival +5, water vehicles +6
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP)

Traits

Sure-Footed Ferryman. Edrin ignores difficult terrain caused by shallow water and grants adjacent allies advantage on saves against falling from a boat, quay, or causeway.

Actions

Ferry Pole. Melee Weapon Attack: +5 to hit, reach 10 ft.; 6 (1d6 + 3) bludgeoning, and Edrin may push a Large or smaller target 10 feet. Rescue Line. One creature within 20 feet moves 10 feet toward Edrin.

Tactics and roleplaying

Edrin avoids lethal force, rescues anyone in water first, and reveals the cellar refuge as soon as secrecy becomes more dangerous than disclosure.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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