Kherit Keeypup
Male Otterfolk Junior Butcher
He is an adult otterfolk with black eyes (behind a pair of spectacles) and medium brown fur with grey spots.
Personality Traits: Tense, Shy, Downbeat.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 785 AC (Age 15)
Orientation: Hetrosexual
Home: Shrierupup's Butchers
Settlement: Oldden
Mother: Keey Zieppup
Father: Keyer Shrierupup
Siblings
- Noorit Keeypup - age 17 ♂
- Pearup Keeypup - age 15 ♂
- Thetee Keeypup - age 13 ♀
- Freay Keeypup - age 10 ♀
- Neyell Keeypup - age 10 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 12 | 11 | 9 | 10 | 11 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 10 | 30 ft. |
Alignment: chaotic good
Size: Medium
Senses: Watervision
Actions:
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Athletics +3, Persuasion +2
Abilities:
- Hold Breath. Kherit can hold their breath for up to 30 minutes at a time.
- Bite. Kherit can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6+1.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 10 gp | "Battle Tactics of The Great Faction War" | common |
By Lóhal, daughter of Tharóin This book details some of the battle tactics in use during the great war. While centuries old, there is still wisdom to be found. |
5 lbs. |
| 1 | A short pencil | common | A short pencil. | ||
| 1 | 15 gp 1 sp 3 cp | Engraved Amethyst ring | common | A electrum ring, with 1 small a amethyst stone inset and fine engraving work. | |
| 1 | 8 sp 9 cp | Money Pouch | common | Kherit's money pouch. It has 7 sp and 19 cp in it. | ½ 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. |