Emeldril Emeldel Chaaddri
Female Elven Bar Keeper
She is an adult elf with hazel eyes, light-brown hair in braids, and medium brown skin.
Personality Traits: Kind.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 430 AC (Age 370)
Orientation: Bisexual
Home: The Badger & Deer Tavern
Settlement: Port Quennis
Spouse: Oronel Magloir Everloventh
Mother: Elberethhel Rindhel Chaaddri (Deceased)
Father: Angroil Ganthidor Ersae (Deceased)
Children
- Induilath Chaaddri - age 28 ♀
- Thelan Everloventh - age 21 ♂
Siblings
- Tinudal Chaaddri-Clodhole - age 461 ♀
- Nerdaneas Chaaddri - age 314 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 12 | 8 | 11 | 12 |
| -2 | +1 | +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 9 | 30 ft. |
Alignment: chaotic good
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 +3
Abilities:
- Fey Ancestry. Emeldril 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 | 20 gp | Brewer'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. | 9 lbs. |
| 1 | Comb | A comb. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Oronel Magloir" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 13 gp 2 sp 8 cp | Money Pouch | Emeldril's money pouch. It has 13 gp, 2 sp and 8 cp in it. | ⁷⁄₁₆ 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. |