Glorima Penne
Female Longfoot Arch-Druid
She is an elderly longfoot with amber eyes, dyed red hair in a bun, and olive skin.
Personality Traits: Energetic, Daring, Tolerant.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 713 AC (Age 87)
Orientation: Homosexual
Home: Glorima's Magical Apothecary
Settlement: Port Loughfield (immigrated from Lanorworth)
Spouse: Pearlell Penne (Deceased)
Mother: Mirabellaina Town-Fairhouse (Deceased)
Father: Ceredert Town-Fairhouse (Deceased)
Siblings
- Rosametly Reyne - age 66 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 9 | 9 | 12 | 10 | 11 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 32 | 11 | 25 ft. |
Alignment: neutral good
Size: Small
Actions:
- Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
- Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +4, Insight +4
Abilities:
- Lucky. When Glorima 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. Glorima has advantage on saving throws against being frightened.
- Halfling Nimbleness. Glorima can move through the space of any creature that is of a size larger than small.
- Wild Shape. Glorima 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. Glorima is a spellcaster. Her spellcasting ability is wis (spell save DC 12, +4 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 50 gp | Alchemist's supplies | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 8 lbs. |
| 1 | 1 sp | Club | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 8 cp | Copper ring | A plain copper band. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Pearlell" engraved on the inside. | |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 7 sp 9 cp | Money Pouch | Glorima's money pouch. It has 6 sp and 19 cp in it. | ½ lb. |
| 1 | Picture of a landscape | A printed image made using a Mirror of Frozen Image. It depicts a landscape. | ||
| 1 | 1 gp | Sickle | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 13 gp | Splendid Quartz necklace | A gold necklace, with 4 small quartz gems hanging from it. | |
| 1 | 1 gp | Totem | 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. |