Fingoloel Dawnhornree
Male Elven Master Carpenter's Apprentice
He is an adolescent elf with brown eyes, a shaved head, and black skin.
Personality Traits: Jumpy, Shy, Jovial.
Alignment: neutral.
Born: 774 AC (Age 26)
Orientation: Hetrosexual
Home: Imbodir's Carpenters
Settlement: Morweien
Mother: Anelbewen Eilineldis Keleroak
Father: Iriman Vorodreil Dawnhornree (Deceased)
Siblings
Half-Siblings (Father's Side)
- Quenlonel Amrahor Dawnhornree - age 482 ♂
- Rianen Nimrien Nihmerra - age 441 ♀
- Elennde Emeldde Nihmerra - age 394 ♀
- Argonleg Felair Dawnhornree - age 334 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 10 | 7 | 8 | 9 |
| -2 | +1 | -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 9 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +1, Persuasion +2
Abilities:
- Fey Ancestry. Fingoloel has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Elvish, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "Each sad family" |
By Annette Ballard Not a particularly famous book, but a page-turner. |
5 lbs. |
| 1 | 5 gp | "Our boring home" |
By Rielain Pholon Not a particularly famous book, but a good read. |
5 lbs. |
| 1 | A short pencil | A short pencil. | ||
| 1 | 8 gp | Carpenter's tools | 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. | 6 lbs. |
| 1 | 2 gp 7 sp 1 cp | Money Pouch | Fingoloel's money pouch. It has 2 gp, 5 sp and 21 cp in it. | ½ lb. |
| 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. |