World of Farland
Skip

The World of Farland

A D&D Setting Conquered by Evil

War Jarl Malcall Grimson

Malcall

Malcall is an Anar, a barbarian from the cold lands that lie to the south of the Kelerak Mountains. He grew up in the village of Svenheim. He is of the Hildolfar peoples, whose totem animal is the wolf. The son of the commoners Grim and Sigrid, Malcall was always a troubled soul. Given to tumultuous rages, strange depravities, and whimsical fancies, the large Northman was strange even to his uncivilized relatives. Few dared tell him this, however, for Malcall was always a fierce and berserk fighter, distinguishing himself in raids against the Cavebear Clan. As he bent to muse over the first daisy of springtime, the son of the Chieftain of the village of Svenheim insulted him, calling him a woman. Malcall flew into one of his already famous berserk rages, beating the Chieftain's son with his great fists to within an inch of his life. Caught and brought before the 'ting', the thirty-six jurors declared Malcall an outlaw and sentenced him to exile. Yet out of pity for the grave insult with which he was faced, they put a span of one year on the ravager's exile. Malcall thus left his village to seek his fortune in more civilized lands.

Malcall, a dirty, hairy, hulking man, is a strange character. He is steadfastly loyal to his friends, even going so far as to risk his life for them continuously, yet he constantly insults them. The ravager has a depraved side to his personality as well, for he collects "body part" trophies from his many kills. Given to asking his prized shrunken heads for advice, it is likely that Malcall is slightly touched in his own head. Yet his companions, the Lords of the West, swear that he is the man to have by one’s side in a fight (yet not in a tent, because of the smell). In 8171, Malcall grew in terms of character, taking on more responsibility. He went North and in an attempt to unite the tribes against Afej the black, was named War Jarl of his people. As part of the Lords of the West, Malcall is one of the liberators of the lands, instrumental in the war against the Lords of Sin.

Malcall Grimson



Medium Humanoid (Human), chaotic good

AC  18 Initiative +9

Hit Points  255 (30d8 + 120)
Speed   40 ft.

MOD
SAVE
MOD
SAVE
MOD
SAVE
STR
20
+5
+11
DEX
17
+3
+3
CON
19
+4
+10
INT
9
-1
-1
WIS
14
+2
+2
CHA
9
-1
-1


Skills   Athletics +11, Perception +8, Survival +8, Intimidate +5
Immunities   Charmed, Frightened
Senses   Passive Perception 18
Languages   Anarian, Dark Speech, Kelevan
Challenge   16 (XP 15,000; PB +6)

Traits



Bloodied Frenzy.While Bloodied, Malcall has Advantage on attack rolls and saving throws and has Resistance to Bludgeoning, Piercing, and Slashing damage.

Danger Sense. Unless he is incapacitated, Malcall has advantage on Dexterity saving throws.

Uncanny Quickness. Malcall has advantage on initiative rolls.

Actions



Multiattack. Malcall makes two attacks with Angrim and one attack with Lightbringer; or Malcall makes three longbow attacks.

Angrim. Melee Attack Roll: +12, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage plus 17 (5d6) Cold damage, and the target has the Frightened condition until the start of Malcall's next turn.

Lightbringer. Melee Attack Roll: +12, reach 5 ft., one target. Hit: 12 (2d6 + 5) Piercing damage, and the target is outlined in white light. Until the start of Malcall's next turn, attack rolls against the target have Advantage if the attacker can see it.

Longbow. Ranged Attack Roll: +9, range 150/600 ft., one target. Hit: 15 (3d6 + 5) Piercing damage.

Reactions


Retaliation. When Malcall takes damage from a creature that is within 5 feet of him, he can use his reaction to make an attack with Angrim against that creature.


Possessions. Angrim (Frostbrand longsword), Lightbringer (+1 shortsword that sheds light as a torch on command), ring of cold resistance, hat of disguise

Legendary Actions



Legendary Action Uses: 3. Immediately after another creature's turn, Malcall can expend a use to take one of the following actions. He regains all expended uses at the start of each of his turns.

Angrim or Longbow attack. Malcall makes one attack with Angrim or his longbow. He can’t use this action again until the start of his next turn.

Move. Malcall moves or jumps up to half his speed without provoking Opportunity attacks.

Bullying Shove. Malcall throws his body into an opponent of Large size or smaller. Constitution Saving Throw: DC 19, one target. Failure: The target takes 21 (5d8) bludgeoning damage, is pushed 10 feet, and falls prone. Success: Half damage. Failure or Success: Malcall can’t take this action again until the start of his next turn.