World of Farland
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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 Svenhiem. 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 ones 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



Armor Class   20 (natural armor)
Hit Points   224 (20d12+140)
Speed   40 ft.



STR  24 (+7)   DEX  17 (+3)   CON  24 (+7)   INT  10 (+0)   WIS  8 (-1)   CHR  8 (-1)



Saving Throws   Str +12, Con +12
Skills   Athletics+12, Perception +4, Survival +4, Intimidate +4
Damage Resistances   cold, fire when holding Angrim
Senses   passive Perception 14
Languages   Anarian, Dark Speech, Kelevan
Challenge   16 (15,000 XP)



Rage. Malcall can enter into a rage as a bonus action. While raging, he has advantage on Strength Checks and Strength saving throws and has resistance to bludgeoning, piercing, and slashing damage. Malcall can't be charmed or frightened while raging. His rage ends only when Malcall falls unconscious or chooses to end it.

Reckless Attack. When Malcall makes his first attack on his turn, he can decide to attack recklessly. He has advantage on melee weapon attack rolls using Strength during his turn, but attack rolls against him have advantage until his next turn.

Brutal Attack. Malcall deals an extra 8 (2d8) damage when he hits with a melee attack (included in the attacks.)

Danger Sense. When he isn't blinded, deafened, or incapacitated, Malcall has advantage on Dexterity saving throws against effects he can see, such as traps and spells.

Actions



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

Angrim. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8+7) slashing damage plus 3 (1d6) cold damage.

Lightbringer Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d6+1 plus 2d8) slashing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 15 (3d8+3) 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 a melee weapon attack against that creature.

Legendary Actions



Malcall can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Malcall regains spent legendary actions at the start of his turn.

Angrim or Longbow attack (costs two actions). Malcall makes one attack with Angrim or his longbow.

Move. Malcall moves up to his speed.

Intimidating Presence. Malcall blows his great horn and threatens an enemy. One creature that can see and hear Malcall must succeed at a DC 18 Wisdom saving throw or be frightened of Malcall for 1 minute. The target can save again at the end of each of its turns.

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