Amaril Galadris Erdagil
Female Elven Veteran Ranger
She is an adult elf with hazel eyes, scruffy light-brown hair, and medium brown skin.
Personality Traits: Humorless.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 683 AC (Age 117)
Orientation: Homosexual
Home: Ranger's Guild Hall
Settlement: Elebnna
Mother: Induilath Celedhel Erdagil
Father: Legordis Indelis Songpick
Siblings
- Ardawen Aredwen Erdagil - age 132 ♀
- Novice Findhel Elebrinis Erdagil - age 106 ♀
- Anthin Denerdhan Songpick - age 102 ♂
- Nimrodelwen Erdagil - age 37 ♀
- Orodrethuil Songpick - age 30 ♂
- Idrilaswen Erdagil - age 15 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 7 | 12 | 10 | 11 | 9 | 9 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 15 | 40 | 10 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Darkvision
Actions:
- Longbow. Ranged Weapon Attack: +4 to hit, range 150 / 600 ft., one target. Hit: 1d8 piercing damage.
- Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +3, Animal Handling +3, Athletics +2, Stealth +4
Abilities:
- Fey Ancestry. Amaril has advantage on saving throws against being charmed, and magic can't put them to sleep.
- Multiattack. Amaril attacks twice.
- Spellcasting. Amaril Galadris is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
1st-level
(3 slots):
Spoken Languages: Elvish, Common, Otterese (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 16 | 5 cp | Arrow | 1 lb. | |
| 2 | Button | A loose purple button. | ||
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 5 gp | Hunting trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. | 25 lbs. |
| 1 | 50 gp | Longbow | A Martial Ranged weapon. 1d8 piercing damage. Range: 150/600. Properties: Ammunition, Heavy, Two-Handed | 2 lbs. |
| 1 | 4 gp 4 sp | Money Pouch | Amaril's money pouch. It has 4 gp and 4 sp in it. | ³⁄₁₆ lb. |
| 1 | 1 gp | Quiver | A quiver can hold up to 20 arrows. | 1 lb. |
| 1 | 50 gp | Scale Mail | Medium armour. Base AC: 14 + Dex modifier (max 2). Gives disadvantage to stealth checks. | 45 lbs. |
| 2 | 10 gp | Shortsword | A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk | 2 lbs. |