Faithful Nodasdoc Elarynme
Male Elven Cleric
He is an adult elf with brown eyes, long curly brown hair, a clean shaven face, and medium brown skin.
Personality Traits: Hilarious, Optimistic.
Alignment: chaotic neutral.
He is a follower of Caspio. (CG)
Born: 414 AC (Age 386)
Orientation: Hetrosexual
Home: Temple of Caspio
Settlement: Bottesbrough
Spouse: Rwenas Elarynme (Deceased)
Mother: Sufyirerae Goldman (Deceased)
Father: Khoolee Elarynme (Deceased)
Children
- Alice Row - age 216 ♀
Siblings
- Semolda Goldman - age 455 ♀
- Haldras Elarynme - age 429 ♂
- Induilna Goldman - age 353 ♀
- Quenerti Elarynme - age 268 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 10 | 12 | 10 | 10 |
| -2 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 24 | 11 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +4, Religion +3, Insight +4
Abilities:
- Fey Ancestry. Nodasdoc has advantage on saving throws against being charmed, and magic can't put them to sleep.
- Spellcasting. Nodasdoc is a spellcaster. His spellcasting ability is wis (spell save DC 12, +4 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Common, Elvish, Otterese
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 3 | Chewed gum | common | A piece of chewed gum. | ||
| 2 | 2 gp | Holy Symbol (Caspio) | common | A holy symbol in the shape of a signpost. | |
| 1 | 12 gp 5 sp | Money Pouch | common | Nodasdoc's money pouch. It has 10 gp, 23 sp and 20 cp in it. | 1 lbs. |
| 1 | 5 gp | Padded | common | Light armour. Base AC: 11 + Dex modifier. Gives disadvantage to stealth checks. | 8 lbs. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |