Mimosamuot Goodbody-Clayville

Female Halfling Housekeeper

She is an adult halfling with hazel eyes, long flowing dyed brown hair, and medium brown skin.

Personality Traits: Dull.

Alignment: chaotic good.

She is a follower of Marlon. (NG)

Born: 740 AC (Age 60)

Orientation: Hetrosexual

Home: Goodbody-Clayville's Cobblers

Settlement: Alworth

Spouse: Inodard Goodbody-Clayville

Mother: Camelila Goodbuck

Father: Everadoho Goodbuck (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
6 13 9 10 12 9
-2 +1 +1

ACHPPassive
Perception
Speed
11 4 10 25 ft.

Alignment: chaotic good

Size: Small

Actions:

  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Animal Handling +2

Abilities:

  • Lucky. When Mimosamuot 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. Mimosamuot has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Mimosamuot can move through the space of any creature that is of a size larger than small.

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Description Weight
1 5 cp Bucket 2 lbs.
1 4 gp Gold Ring A wedding ring. It's a simple gold band with "Inodard" engraved on the inside.
1 2 gp Holy Symbol (Marlon) A holy symbol in the shape of open hands.
1 27 gp 7 sp 5 cp Jade-studded ring A electrum ring, with 2 small jade stones inset.
1 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 2 gp 2 sp 7 cp Money Pouch Mimosamuot's money pouch. It has 22 sp and 7 cp in it. ⅝ lb.
1 Old pipe A filthy old clay pipe.
1 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Download as Fantasy Grounds NPC

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