Arantnna Lake-Taillour
Female Halfling Arch-Druid's Apprentice
She is an adolescent halfling with grey eyes, long auburn hair with a fringe cut, and olive skin.
Personality Traits: Unperturbed, Tolerant, Downbeat.
Alignment: neutral.
Born: 785 AC (Age 15)
Orientation: Hetrosexual
Home: Rosamphura's Enigmatic Apothecary
Settlement: Pandton
Mother: Jesslia Lake-Taillour
Father: Herugill Lake-Taillour
Siblings
- Robinssa Lake-Taillour - age 0 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 9 | 13 | 11 | 9 |
| -2 | +2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 14 | 16 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Mace. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
- Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Religion +2, Animal Handling +3
Abilities:
- Lucky. When Arantnna rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Arantnna has advantage on saving throws against being frightened.
- Halfling Nimbleness. Arantnna can move through the space of any creature that is of a size larger than small.
- Wild Shape. Arantnna can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Arantnna is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 4 | Chewed gum | A piece of chewed gum. | ||
| 1 | 5 gp | Herbalism Kit | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. | 3 lbs. |
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 5 gp | Lantern, hooded | A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. | 2 lbs. |
| 1 | 5 gp | Mace | A Simple Melee weapon. 1d6 bludgeoning damage. Range: 5. Properties: Monk | 4 lbs. |
| 1 | 1 sp 8 cp | Money Pouch | Arantnna's money pouch. It has 18 cp in it. | ⅜ lb. |
| 1 | 25 gp | Scimitar | A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light | 3 lbs. |
| 1 | 10 gp | Yew wand | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | 1 lb. |