Arwenil

Female Elven Poacher

She is an adult elf with grey eyes, short auburn hair, and light brown skin.

Personality Traits: Reckless, Impatient, Personable.

Alignment: neutral good.

Born: 657 AC (Age 143)

Orientation: Homosexual

Home: None

Settlement: Baldstead (immigrated from Winglaryr)

Mother: Rwen the Second

Father: Glormil the First

Siblings

Statistics

STRDEXCONWISINTCHR
9 15 12 9 9 10
+2 +1

ACHPPassive
Perception
Speed
13 18 10 30 ft.

Alignment: neutral good

Size: Medium

Senses: Darkvision

Actions:

  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +2, Sleight of Hand +4, Stealth +4, Acrobatics +4

Abilities:

  • Fey Ancestry. Arwenil has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Sneak Attack. Once per turn, Arwenil can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Arwenil knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Elvish, Common, Halfling (basic)

Inventory

Quantity Value Item Rarity Description Weight
1 Crumpled map common A crumpled map of a region, now unreadable.
5 2 gp Dagger common A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 10 gp Leather common Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 4 gp 4 sp 1 cp Money Pouch common Arwenil's money pouch. It has 3 gp, 13 sp and 11 cp in it. ½ 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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