Amarir the Second

Female Elven Arch-Druid's Apprentice

She is an adolescent elf with grey eyes, strawberry hair in a plait, and light pink skin.

Personality Traits: Tolerant, Responsible, Kind.

Alignment: neutral good.

Born: 707 AC (Age 93)

Orientation: Hetrosexual

Home: Arednel's Elucidated Apothecary

Settlement: City of Elwindal

Mother: Tinuiel the First

Father: Anor the First

Siblings

Statistics

STRDEXCONWISINTCHR
8 14 8 13 11 7
-1 +2 -1 +1 -1

ACHPPassive
Perception
Speed
13 14 11 30 ft.

Alignment: neutral good

Size: Medium

Senses: Darkvision

Actions:

  • Javelin. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Javelin. Ranged Weapon Attack: +1 to hit, range 30 / 120 ft., one target. Hit: 1d6 piercing damage.
  • 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: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +3, Medicine +3, Animal Handling +3

Abilities:

  • Fey Ancestry. Amarir has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Wild Shape. Amarir can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
  • Spellcasting. Amarir is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • Cantrip (at will):
  • 1st-level (3 slots):

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
1 50 gp Alchemist'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. 8 lbs.
1 25 gp Climber's Kit A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. 12 lbs.
1 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 2 cp Flask or tankard 1 lb.
1 13 gp 2 sp Jade necklace A silver necklace, with a small jade gem hanging from it.
1 5 sp Javelin A Simple Melee weapon. 1d6 piercing damage. Range: 5. (Thrown: 30/120.) Properties: Thrown, Monk 2 lbs.
1 2 gp 6 sp 7 cp Money Pouch Amarir's money pouch. It has 24 sp and 27 cp in it. 1 lbs.
1 5 gp Padded Light armour. Base AC: 11 + Dex modifier. Gives disadvantage to stealth checks. 8 lbs.
1 1 gp Totem A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

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