Avelina Clement
Female Human Noble
She is an adult human with brown eyes, dark-brown hair in a plait, and medium brown skin.
Personality Traits: Kind, Impatient, Evasive.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 770 AC (Age 30)
Orientation: Hetrosexual
Home: Clement's Manor
Settlement: Benthorpe
Spouse: Milo Clement
Mother: Hester Guy (Deceased)
Father: Isaac Guy (Deceased)
Children
- Luther Clement - age 7 ♂
- Hester Clement - age 2 ♀
- Selena Clement - age 1 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 10 | 11 | 12 | 11 | 10 |
| -2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 12 | 11 | 30 ft. |
Alignment: neutral good
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Child's drawing | common | A child's drawing of a chicken. | ||
| 1 | 102 gp 6 sp 3 cp | Engraved Diamond ring | uncommon | A electrum ring, with 1 medium a diamond stone inset and fine engraving work. | |
| 1 | 50 gp | Engraved platinum ring | common | A platinum ring, with distinctive human engraving. | |
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Milo" engraved on the inside. | |
| 1 | 150 gp | Mithral ear ring | common | A plain mithral hoop earring. | |
| 1 | Modified Coin | common |
This copper coin has had its markings filed off and replaced with an engraving of A Human man. The work is not of professional quality, but nonetheless, it is made with care and dedication. |
||
| 1 | 16 gp 7 sp 3 cp | Money Pouch | common | Avelina's money pouch. It has 15 gp, 17 sp and 3 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. |