Amandappy Gothant

Female Human Arch-Druid's Apprentice

She is an adolescent human with green eyes, scruffy light-brown hair, and light pink skin.

Personality Traits: Oblivious, Cautious, Idealistic.

Alignment: neutral.

Born: 788 AC (Age 12)

Orientation: Hetrosexual

Home: Burrowchild's Mysterious Apothecary

Settlement: Olphby

Mother: Lobelda Gothant

Father: Ilberardus Gothant

Siblings

Statistics

STRDEXCONWISINTCHR
6 8 11 12 8 12
-2 -1 +1 -1 +1

ACHPPassive
Perception
Speed
11 16 11 30 ft.

Alignment: neutral

Size: Medium

Actions:

  • Javelin. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Javelin. Ranged Weapon Attack: +0 to hit, range 30 / 120 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Survival +3, Perception +3

Abilities:

  • Wild Shape. Amandappy 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. Amandappy 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
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 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
2 5 sp Javelin A Simple Melee weapon. 1d6 piercing damage. Range: 5. (Thrown: 30/120.) Properties: Thrown, Monk 2 lbs.
1 5 sp Money Pouch Amandappy's money pouch. It has 5 sp in it. ⅛ lb.
1 Picture of a family A printed image made using a Mirror of Frozen Image. It depicts a family.
1 45 gp Studded Leather Light armour. Base AC: 12 + Dex modifier. 13 lbs.
1 5 gp Wooden staff 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. 4 lbs.

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