Selindaba Mearepup-Farelock

Female Halfling Merchant

She is an adult halfling with amber eyes, scruffy light-brown hair, and light pink skin.

Personality Traits: Impatient, Unperturbed, Serious.

Alignment: lawful neutral.

She is a follower of Solos. (LN)

Born: 766 AC (Age 34)

Orientation: Homosexual

Home: Selindaba's Spice Merchants

Settlement: Bingworth

Spouse: Clema Mearepup-Farelock

Mother: Pamphot Farelock

Father: Odovalo Farelock (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
6 13 11 10 12 11
-2 +1 +1

ACHPPassive
Perception
Speed
11 6 10 25 ft.

Alignment: lawful neutral

Size: Small

Actions:

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

Skills: Persuasion +2

Abilities:

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

Spoken Languages: Halfling, Common, Otterese (basic)

Inventory

Quantity Value Item Rarity Description Weight
1 Button common A loose blue button.
1 Dog-eared Picture common A printed image made using a Mirror of Frozen Image. It depicts An Otterfolk woman. The work is not of professional quality, but nonetheless, it is made with care and dedication.
1 Door Key common The key to Selindaba's Spice Merchants.
1 4 gp Gold Ring common A wedding ring. It's a simple gold band with "Clema" engraved on the inside.
1 2 gp Holy Symbol (Solos) common A holy symbol in the shape of an icosahedron.
1 9 cp Money Pouch common Selindaba's money pouch. It has 9 cp in it. ³⁄₁₆ lb.
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.

Download as Fantasy Grounds NPC

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