Avahzi Serafian

Cereidh's page

537 posts. Alias of Yucale.

Full Name

Cereidh of the Greenwood


Elf of the Mirkwood


Warrior (6) | HP: 10/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2




Medium (5'8'')

Special Abilities

See profile.




Woodland, Sindarin, Common



Homepage URL

https://docs.google.com/document/d/11na04cUNr5m1FDl1ZE1Fx3XrzFBPN4dAzLJDSUC jzzM/edit?usp=sharing

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 14

About Cereidh


Appearance: Cereidh is a 5'8'' (Medium) elven woman with pale skin, dark brown curls, grey-green eyes, and a quick smile.

Personality: Cereidh is combative, witty, and aloof - or formerly aloof, as she's finding that she enjoys the world outside Thranduil's court more than she bothered to wonder if she would.

Background: Cereidh is a younger cousin of Legolas', and comfortably ensconced in Thranduil's court and his hunts until Legolas' involvement in the affairs of the Ring pushes her into the outside world.

[Flesh out with: “Cereidh, I need to know more about your character. I see "younger cousin of Legolas" and "emissary of Thranduil's court." In what Age was she born, who are her parents, exactly (if practical), and do you want to make a case for having known Rodwen, as the adventure has already established that Rodwen was also an emissary of Thranduil 500 years ago.
More critically, what was Cereidh's level of awareness of the Necromancer's occupations of Dol Guldur and did she ever visit that place prior, during, or after the occupation?”]


Elf of the Mirkwood
Warrior (6)
XP: 14,600
Background: Emissary of Your People
Gender: Female (she/her)
Permanent Shadow: 2
Degeneration: 1
Temporary Shadow: 0
Inspiration: 1
Shadow Weakness: Lure of Power
Alignment: CG
Occupation: Scout
Patron: Legolas

HP: 52/52
[10+1]+[6+1]+[6+1]+[10+1]+[6+1]+[8+1] = 52
Proficiency Bonus: +3


Init: +4
Bregghar (Great Bow): +10 1d8+4 Crit 19/20 Range 150/600
Dagger: +9 1d4+4 Range 20/60
Broadsword: +7 1d8+4
Dagger: +7 1d4+4


AC: Leather corslet 12+4 = 16
Con: [Prof+Con] = [2+1] = +3
Str: [Prof+Str] = +2

Ability Scores

Strength: 10
Dexterity: [16+2] [+4]
Constitution: 12 [+1]
Intelligence: 10
Wisdom: 14 [+2]
Charisma: 14 [+2]


Athletics [Str]: [+0]
Acrobatics [Dex]: [+4+2] = +6
Sleight of Hand [Dex]: [+4]
Stealth [Dex]: [+4+2] = +6
History [Int]: [+0]
Investigation [Int]: [+0]
Nature [Int]: [+0]
Religion [Int]: [+0]
Animal Handling [Wis]: [+2]
Insight [Wis]: [+2]
Medicine [Wis]: [+2]
Perception [Wis]: [+2+2] = +4
Survival [Wis]: [+2+2] = +4
Deception [Cha]: [+2]
Intimidation [Cha]: [+2]
Performance [Cha]: [+2]
Persuasion [Cha]: [+2+2] = +4
Traditions [Int]: [+0+2] = +2
Riddle [Int]: [+0]
Lore [Int]: [+0]
Shadow-Lore [Int]: [+0]


Elvish Dreams – Your sleep is not like that of mortals. When you sleep, you can choose to send your mind into an “Elvish Dream” retaining full consciousness of your surroundings and you needn’t close your eyes. Four hours spent in such dreams acts on you as if you had rested an entire night.

A Whisper Through the Leaves — You have advantage on Stealth skill checks whenever you are in a forest and can make Hide attempts even when only lightly obscured by foliage.

Fighting Style (Archery) — You adopt a particular fighting style as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.


Feature: Sigil of Your Master: As an emissary you are entitled to a certain consideration amongst foreign peoples. While you cannot speak with the authority of your lord and master, you do receive some official respect. You can expect to pass through the lands of other Free Peoples unmolested, be able to call upon other kings and chieftains for lodging, and be received into the halls of power.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action Adventures in Middle-earth Classes 93 and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Warrior Archetype: Weaponmaster (Archery style). You may spend your action aiming. If you attack with your bow next turn, you gain a +2 bonus to the attack and do not suffer disadvantage for attacking at long range.

Mastery: Birthright (Baleful Warbow) - Bregghar

You have acquired a weapon of fine make and long lineage. Give your weapon a name. When you first acquire this weapon, you gain advantage on any Charisma (Intimidate) or (Persuasion) ability checks while you carry it. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level.

A baleful weapon inflicts a critical hit on a natural roll of 19 or 20.

Virtue: Wood-elf Magic You are mastering what mortals might call ‘Elf-magic.’ You learn how to fling a Stinging Arrow when you first select this virtue. You may later master the making of Elf-lights as your undertaking during a Fellowship phase; spending a third, and final, Fellowship phase undertaking allows you to discover the secret of Enchanted Sleep. You can make an arrow flicker as if with a magical fire, making it fly true. Spend a Hit Die to make an automatic ranged critical hit.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Character Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Cultural or Open Virtue. As normal, you cannot increase an ability score above 20 using this feature.

Lindir’s Circlet: You may use either Blinding Smite or Daylight once per short rest, but not both. Blinding Smite adds 3d8 damage to your next hit.
Daylight applies a Stunned status to evil and undead opponents. It can be used once and then requires a Short Rest to recharge.



Armor: All armor, shields (Warrior).
Weapons: Simple weapons, martial weapons (Warrior), daggers, spears, broadswords, short swords, short bows (elf).
Tools: None.
Skills: Perception, stealth (elf), acrobatics, survival (warrior), persuasion, traditions (background).
Saving throws: Strength, constitution.


Sindarin (read, write, and speak), Woodland (spoken), Common (spoken). [I don’t recall if Cereidh is also fluent in written Woodland and Common].


A white jewel on a chain of silver
Set of travelling gear for autumn & winter – 54 lb.
Includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch (10 sp), 50’ hempen rope, a waterskin, and a whetstone. With rations, this gear weighs 54 lb.
- a musical instrument
Leather corslet – 13 lb.
Broadsword – 3 lb.
Belt dagger – 1 lb.
Great bow – 3 lb. [I would like to retcon that I left my original great bow among the Men we helped defend alongside Beorn].
Bregghar (Great Bow) - 3 lb.
Quiver with arrows (20) – 2 lb.
10 sp.
Load: 76 lb.
Carrying Capacity: Str x15 = 150 lb.


Adventures in Middle Earth, Player’s Guide
Xanathar’s Guide to Everything

Post introducing Bregghar:

Ranging out from the Inn one day before Thorgrim, Amalina and Thorgrim’s respective arrivals, Cereidh returns to the Inn to find a small contingent of Greenwood elves making merry, disproportionate to the size of their party. One of them - the quietest, a stern, dark-haired elf - takes her aside when she returns; they retire to her room for a conversation, him carrying a large bundle that might conceal a walking stick.

The elves depart soon after. Cereidh’s in an oddly glum mood but brightens up when she hands her old warbow to Anar with a joke about adding some reach to those stubby dwarven limbs. (She doesn’t care if he actually keeps it).

Thereafter they see her with a fearsome-looking new warbow, stained obsidian and inlaid with filigree that somehow calls to mind glittering frost on a window at night.