Indorm the Second
Male Elven Veteran Adventurer
He is an adult elf with amber eyes, scruffy light-brown and grey streaked hair, a clean shaven face, and light brown skin.
Personality Traits: Responsible, Pessimistic, Upbeat.
Alignment: chaotic neutral.
He is a follower of Gaia. (CN)
Born: 629 AC (Age 171)
Orientation: Homosexual
Home: Adventurer's Guild Hall
Settlement: Seaden (immigrated from Indeir)
Mother: Amariwen the First
Father: Gwionrim the First
Siblings
- Serinde the Second - age 151 ♀
- Iminnt - age 87 ♂
- Voroos - age 52 ♂
- Fingoas - age 29 ♂
- Eleblas - age 5 ♀
Half-Siblings (Mother's Side)
- Galadrieien the First - age 242 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 14 | 14 | 11 | 9 | 10 | 8 |
| +2 | +2 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 13 | 40 | 10 | 30 ft. |
Alignment: chaotic neutral
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, Animal Handling +3
Abilities:
- Fey Ancestry. Indorm has advantage on saving throws against being charmed, and magic can't put them to sleep.
- Action Surge. Once per day, Indorm can take an additional action on their turn.
- Multiattack. Indorm attacks twice.
Spoken Languages: Elvish, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 2 gp | Holy Symbol (Gaia) | A holy symbol in the shape of a tree. | |
| 1 | 10 gp | Lantern, bullseye | A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 2 lbs. |
| 1 | 10 gp | Lock | A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. | 1 lb. |
| 1 | 4 gp 7 sp 5 cp | Money Pouch | Indorm's money pouch. It has 4 gp, 7 sp and 5 cp in it. | ⁵⁄₁₆ lb. |
| 1 | 5 gp | Padded | Light armour. Base AC: 11 + Dex modifier. Gives disadvantage to stealth checks. | 8 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. |