Anairir
Male Elven Arch-Druid's Apprentice
He is an adolescent elf with brown eyes, long flowing dark-brown hair, and dark brown skin.
Personality Traits: Evasive, Personable, Optimistic.
Alignment: neutral.
Born: 740 AC (Age 60)
Orientation: Hetrosexual
Home: Aredis' Apothecary
Settlement: Indoil
Mother: Tinuvidis the First
Father: Eleborlas the First
Siblings
- Emeldari the First - age 152 ♀
- Amarindwen the Second - age 64 ♀
- Ennarin the Third - age 20 ♂
Statistics
STR | DEX | CON | WIS | INT | CHR |
---|---|---|---|---|---|
12 | 15 | 12 | 9 | 8 | 11 |
+1 | +2 | +1 | -1 |
AC | HP | Passive Perception | Speed |
---|---|---|---|
14 | 18 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Darkvision
Actions:
- Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage.
- Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Perception +2, Religion +1, Insight +2
Abilities:
- Fey Ancestry. Anairir has advantage on saving throws against being charmed, and magic can't put them to sleep.
- Wild Shape. Anairir 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. Anairir is a spellcaster. His spellcasting ability is wis (spell save DC 10, +2 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Elvish, Common
Inventory
Quantity | Value | Item | Description | Weight |
---|---|---|---|---|
1 | 10 gp | "Spellships: 2 - The Victory" |
By Gus Newman A book in a magic-fiction series about boats that fly through the sky using advanced magic. In this book the heroes win their own spellship - "The Victory", after saving some moon-folk. |
5 lbs. |
2 | Broken arrow | A broken arrow, missing its tip. | ||
1 | 2 sp | Greatclub | A Simple Melee weapon. 1d8 bludgeoning damage. Range: 5. Properties: Two-Handed | 10 lbs. |
1 | 5 gp | Healer's Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. | 3 lbs. |
1 | 2 cp | Ink pen | ||
1 | 2 gp 3 sp 3 cp | Money Pouch | Anairir's money pouch. It has 1 gp, 13 sp and 3 cp in it. | ⁵⁄₁₆ lb. |
1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
1 | 1 gp | Sickle | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
1 | 1 gp | Sprig of mistletoe | 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 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |