Enerdeth
Male Elven Master Saddler's Apprentice
He is an adolescent elf with grey eyes, scruffy dyed bright red hair, and light brown skin.
Personality Traits: Dull.
Alignment: neutral.
Born: 711 AC (Age 89)
Orientation: Hetrosexual
Home: Oropas' Discount Saddlers and Harness-Makers
Settlement: Vanndis Town (immigrated from Fynnasde)
Mother: Findalna the First
Father: Voronati the First
Siblings
- Elwiin the First - age 181 ♀
- Galadmil the Second - age 53 ♂
- Eleghil - age 41 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 11 | 10 | 9 | 9 |
| -2 | +2 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 6 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +2, Persuasion +2
Abilities:
- Fey Ancestry. Enerdeth 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 | 10 gp | "Mixology Magic" |
By Webb Oldchest Korort Ebnint Cloudy Pandorane The title and cover of this book suggest it to be an arcane tome. But inside are directions on how to mix alcohols with tonics, fruit juices and teas. These sweet alcohol infusions are a gnomish specialty. |
5 lbs. |
| 1 | 5 gp | "This sad woman" |
By Ronald Whimhand Not a particularly famous book, however it is well written. |
5 lbs. |
| 2 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 2 sp 5 cp | Gilded copper signet ring | A gilded copper band, shaped with flat section embossed with the enerdeth family crest. | |
| 1 | 1 sp 5 cp | Jagged tooth necklace | The tooth from a large predator, strung on a leather chord. | |
| 1 | 2 gp 7 sp 9 cp | Money Pouch | Enerdeth's money pouch. It has 2 gp, 6 sp and 19 cp in it. | ½ 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. |