Ganttor the First
Male Elven Farmer
He is an adult elf with grey eyes, short dark-brown hair, a clean shaven face, and light brown skin.
Personality Traits: Extroverted, Tense.
Alignment: lawful good.
He is a follower of Solina. (LG)
Born: 607 AC (Age 193)
Orientation: Hetrosexual
Home: Barley Field
Settlement: Cair Annaoth
Spouse: Edailas the Third
Mother: Eilindisir the First
Father: Gloras the First (Deceased)
Children
- Gloras the Second - age 88 ♂
- Elwihel - age 77 ♀
- Amraeth - age 50 ♂
- Mahtdan - age 19 ♂
- Arwennde the Second - age 19 ♀
- Serinduinde - age 10 ♀
Siblings
- Novice Curufi the Second - age 209 ♂
- Tinuviedis - age 156 ♀
Half-Siblings (Mother's Side)
- Elebriri - age 26 ♀
- Mablungdor - age 12 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 12 | 8 | 11 | 11 |
| -2 | +1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 7 | 9 | 30 ft. |
Alignment: lawful 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, Animal Handling +1, Nature +2
Abilities:
- Fey Ancestry. Ganttor has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Elvish, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Comb | common | A comb. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Edailas" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Solina) | common | A holy symbol in the shape of a lamp. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Ganttor's money pouch. It has 7 sp and 29 cp in it. | ¾ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |