Bellara Finley
Female Halfling Housekeeper
She is an adult halfling with amber eyes, long curly dyed auburn hair, and light pink skin.
Personality Traits: Reckless, Mean, Evasive.
Alignment: neutral.
Born: 738 AC (Age 62)
Orientation: Hetrosexual
Home: Loriyst's Stylish Cobblers
Settlement: Brasham
Spouse: Carl Finley
Mother: Loriyst Finley
Father: Tolph Barton (Deceased)
Children
- Loriyst King-Finley - age 35 ♀
- Alarar Finley - age 21 ♂
- Rodeed Finley - age 13 ♂
Siblings
- Tanggo Barton - age 57 ♂
- Eginda Barton-Bray - age 56 ♀
Half-Siblings (Father's Side)
- Cameda Finley-Tote - age 64 ♀
- Bellicala Barton - age 63 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 9 | 12 | 11 | 8 |
| -2 | +2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 4 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +3
Abilities:
- Lucky. When Bellara rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Bellara has advantage on saving throws against being frightened.
- Halfling Nimbleness. Bellara can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 2 cp | Broom | A well used broom. | |
| 1 | Child's drawing | A child's drawing of a chicken. | ||
| 1 | 2 cp | Flask or tankard | 1 lb. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Carl" engraved on the inside. | |
| 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 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | Lock of hair | An old looking lock of hair, tied with twine. | ||
| 1 | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 1 | 2 gp 6 sp 7 cp | Money Pouch | Bellara's money pouch. It has 1 gp, 15 sp and 17 cp in it. | ⅝ lb. |
| 1 | 14 gp 1 sp | Tourmaline broach | A silver broach, with a small tourmaline inset. |