Shreama Cluluypup
Female Otterfolk Druid
She is an adult otterfolk with black eyes and dark brown fur with brown streaks.
Personality Traits: Evasive, Personable, Daring.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 781 AC (Age 19)
Orientation: Hetrosexual
Home: Freetupup's Local Apothecary
Settlement: Sheerden
Mother: Cluluy Searepup
Father: Drielo Clenpup
Siblings
- Seare Cluluypup - age 14 ♀
- Llekin Cluluypup - age 14 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 7 | 10 | 9 | 9 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 13 | 14 | 10 | 30 ft. |
Alignment: chaotic good
Size: Medium
Senses: Watervision
Actions:
- Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Animal Handling +2, Insight +2
Abilities:
- Hold Breath. Shreama can hold their breath for up to 30 minutes at a time.
- Bite. Shreama can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
- Wild Shape. Shreama can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Shreama is a spellcaster. Her spellcasting ability is wis (spell save DC 10, +2 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 1 sp | Club | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 5 gp | Engraved gold ring | A gold ring, with distinctive otterfolk engraving. | |
| 1 | Four-leaf clover | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 5 gp | Herbalism Kit | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. | 3 lbs. |
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 3 cp | Money Pouch | Shreama's money pouch. It has 3 cp in it. | ¹⁄₁₆ lb. |
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |
| 1 | 10 gp | Yew wand | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | 1 lb. |