Myrtleel Frederick

Female Longfoot Housekeeper

She is an adult longfoot with amber eyes, scruffy black hair, and medium brown skin.

Personality Traits: Reckless, Personable.

Alignment: chaotic neutral.

She is a follower of Gaia. (CN)

Born: 744 AC (Age 57)

Orientation: Hetrosexual

Home: Barley Field

Settlement: Amineville

Spouse: Anchogar Frederick

Mother: Jasmerose Vincent-Schaffer

Father: Sagorco Vincent-Schaffer (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
9 10 10 11 9 10

ACHPPassive
Perception
Speed
10 4 10 25 ft.

Alignment: chaotic neutral

Size: Small

Actions:

  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +2

Abilities:

  • Lucky. When Myrtleel 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. Myrtleel has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Myrtleel can move through the space of any creature that is of a size larger than small.

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Rarity Description Weight
1 5 cp Bucket common 2 lbs.
1 1 gp Cook's utensils common 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 4 gp Gold Ring common A wedding ring. It's a simple gold band with "Anchogar" engraved on the inside.
1 Handkerchief common A small square of cloth with Myrtleel stitched in one corner.
1 2 gp Holy Symbol (Gaia) common A holy symbol in the shape of a tree.
1 2 gp 1 sp 3 cp Money Pouch common Myrtleel's money pouch. It has 19 sp and 23 cp in it. ⅞ 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.

Download as Fantasy Grounds NPC

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