Nierit Meyenpup
Male Otterfolk
He is an elderly otterfolk with black eyes and light brown fur with dark brown streaks.
Personality Traits: Honest.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 752 AC (Age 48)
Orientation: Hetrosexual
Home: The Merchant of Sheerden Tavern
Settlement: Sheerden
Spouse: Dreay
Mother: Meyen Sheyenpup (Deceased)
Father: Shulureep (Deceased)
Children
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 9 | 10 | 10 | 9 |
| -2 | +2 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 4 | 10 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Watervision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Animal Handling +2
Abilities:
- Hold Breath. Nierit can hold their breath for up to 30 minutes at a time.
- Bite. Nierit can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Four-leaf clover | common | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 2 gp | Holy Symbol (Marlon) | common | A holy symbol in the shape of open hands. | |
| 1 | 1 gp 5 sp 3 cp | Money Pouch | common | Nierit's money pouch. It has 15 sp and 3 cp in it. | ⅜ lb. |
| 1 | Smooth Stone | common | A tumbled smooth stone with "Dreay" engraved on it. The otterfolk equivalent of a wedding ring. | ½ lb. | |
| 1 | 5 sp | Tinderbox | common | This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. | 1 lb. |
| 1 | 3 cp | Walking Stick | common | A walking stick made of walnut. | 4 lbs. |
| 1 | 80 gp | Wind-up mistars board | uncommon |
Looks like a normal Mistars board. (A popular two-player strategy game of elven origin.) When powered, the second player's moves are made automatically. The mistars board plays with a +4 to it's ability check. The mistars board has a key which when wound for 6 seconds (1 turn) powers the mistars board for 1 minute. Maximum wind time is 1 minute, giving 10 minutes power. |