Arn Kull

"The Cold Claims All"

Arn Kull is a formidable figure in the northern regions, known for his dominance over the exotic fur trade across Icewind Dale and the frigid tundra of the Spine of the World. As the head of the Northern Claw Company, Arn oversees a powerful trade empire that supplies rare, magical pelts to affluent markets as far south as Waterdeep—and even across the seas to distant Kara-Tur.

Appearance

Arn is a rugged, weathered man with a perpetual air of resilience and authority. His face bears the marks of countless battles with the wilds, and his piercing gaze hints at a shrewd mind always calculating the next move.

Personality

Driven by a relentless ambition, Arn values loyalty and efficiency, expecting absolute dedication from his subordinates. Though his demeanor can be cold, he respects those who show resourcefulness and courage, rewarding loyalty and punishing betrayal. He sees his work as essential not only for profit but for establishing order in a harsh, lawless land.

Background

Originally a humble hunter, Arn Kull rose through sheer will and skill. He began as a monster hunter, taking on dangerous beasts like winter wolves and frost-touched owlbears. Over the years, he consolidated his power, establishing trade routes and gaining exclusive access to local resources. His operations are now well-organized and heavily guarded, with loyal mercenaries and skilled trappers under his command.

Trade and Influence

Arn Kull’s trade network spans from Icewind Dale to Waterdeep, with select shipments making it as far as Kara-Tur. His pelts, prized for their magical properties, fetch astronomical prices in distant lands. Arn’s monopoly on these goods has made him a figure of both admiration and fear in the region, often involving him in complex negotiations with southern guilds and nobles.

  • Primary Goods: Winter wolf pelts, enchanted furs, whale bones, ice crystals
  • Major Trade Routes: Icewind DaleLuskan → Waterdeep → Kara-Tur
  • Allies: Northern trappers, mercenaries, merchant guilds in Luskan and Waterdeep
  • Rivals: Local tribes, rival fur traders, smugglers seeking his resources

Motivations and Goals

Arn is motivated by a desire to maintain his dominance in the fur trade and expand his influence across the Sword Coast. His ultimate goal is to secure exclusive trading rights and build a legacy as the most powerful trader in the north.

  • Primary Motivation: Expanding trade influence
  • Secondary Motivation: Controlling access to northern resources
  • Long-term Goal: Establish trade monopolies with distant markets, such as Kara-Tur

Notable Relationships

Indigenous Tribes: Relations are strained; Arn’s expansion often conflicts with the traditional lands and resources of the native tribes.

Northern Claw Company: Arn’s organization, loyal to him and dedicated to the fur trade.

Guilds and Nobles: Arn maintains trade relationships with merchant lords in Luskan and Waterdeep, though tensions occasionally arise over tariffs and prices.



Arn Kull

Medium Aberration, True Neutral

Armor Class:

15

Hit Points:

55

Speed:

30

STR

14

DEX

14

CON

16

INT

15

WIS

10

CHA

16

Languages

Common, Underdark

Saving Throws

+2 Constitution

Senses

+4 Insight

Skills

Whateva

Damage Resistances

None

Damage Immunities

None

Challenge

10 (5900 xp)

Icy Veins.

Arn Kull has advantage on saving throws against being frightened.

Actions

Multi Attack.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Short Sword.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Legendary Actions

Cold Stare.

Can impose disadvantage on attacks and damage for two rounds with his gaze (once per day).


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