Inuvielas Urwende Greencloor
Female Elven Jeweller's Apprentice
She is an adolescent elf with blue eyes, scruffy light-brown hair, and light brown skin.
Personality Traits: Optimistic, Honest, Kind.
Alignment: neutral good.
Born: 751 AC (Age 49)
Orientation: Hetrosexual
Home: Thomas' Dazzling Jewellers
Settlement: Port Anstree
Mother: Elenwdir Greencloor
Father: Turbertus Greencloor
Siblings
- Maedhon Greencloor the 2nd - age 23 ♂
- Alexander Greencloor - age 12 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 14 | 11 | 10 | 9 | 11 |
| +2 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 6 | 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, Persuasion +2
Abilities:
- Fey Ancestry. Inuvielas has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Common, Elvish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 4 gp | Gold ring | A plain gold band. | |
| 1 | 25 gp | Jeweler'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. | 2 lbs. |
| 1 | 1 gp 7 sp 7 cp | Money Pouch | Inuvielas' money pouch. It has 17 sp and 7 cp in it. | ½ lb. |
| 1 | Old pipe | A filthy old clay pipe. | ||
| 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. |