Serinda Aredhir Moonshil

Female Elven Veteran Adventurer

She is an adult elf with amber eyes (behind a pair of spectacles), black and grey streaked hair in a ponytail, and black skin.

Personality Traits: Unperturbed, Responsible, Optimistic.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 527 AC (Age 273)

Orientation: Hetrosexual

Home: Adventurer's Guild Hall

Settlement: Bewdby (immigrated from Edrahir)

Mother: Ardaeth Nimlorda Moonshil

Father: Oronor Elondlow

Siblings

Statistics

STRDEXCONWISINTCHR
15 14 12 10 12 11
+2 +2 +1 +1

ACHPPassive
Perception
Speed
16 44 10 30 ft.

Alignment: chaotic good

Size: Medium

Senses: Darkvision

Actions:

  • Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +5 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Skills: Perception +3, Survival +3, Intimidation +3

Abilities:

  • Fey Ancestry. Serinda has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Action Surge. Once per day, Serinda can take an additional action on their turn.
  • Multiattack. Serinda attacks twice.

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
1 75 gp Chain Mail Heavy armour. Base AC: 16. Requires Str 13 to wear. Gives disadvantage to stealth checks. 55 lbs.
1 2 cp Flask or tankard 1 lb.
1 2 gp Holy Symbol (Caspio) A holy symbol in the shape of a signpost.
1 4 gp 2 cp Money Pouch Serinda's money pouch. It has 1 gp, 28 sp and 22 cp in it. 1 lbs.
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.
1 10 gp Shield Wielding a shield gives +2 to AC, if you are proficient with shields. 6 lbs.
1 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.
1 1 gp Spear A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.

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