Khiemeep Feelipup
Male Otterfolk Bandit
He is an adult otterfolk with one black eye (his right is covered by an eye-patch) and grey fur with white streaks.
Personality Traits: Shy.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 762 AC (Age 38)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp (immigrated from Bideden)
Mother: Feeli Jeerupup (Deceased)
Father: Theall Shreeypup (Deceased)
Siblings
- Jeeru Feelipup - age 42 ♀
- Pier Feelipup - age 39 ♂
- Prootu Feelipup - age 31 ♀
- Frer Feelipup - age 31 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 12 | 10 | 8 | 11 | 13 |
| +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 9 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Watervision
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +2, Sleight of Hand +3, Acrobatics +3, Perception +1
Abilities:
- Hold Breath. Khiemeep can hold their breath for up to 30 minutes at a time.
- Bite. Khiemeep can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6.
- Sneak Attack. Once per turn, Khiemeep can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Khiemeep knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | A matchbook | A matchbook containing 8 matches. | ||
| 1 | 25 gp | Component pouch | A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). | 2 lbs. |
| 9 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 4 gp 4 sp 7 cp | Money Pouch | Khiemeep's money pouch. It has 2 gp, 22 sp and 27 cp in it. | 1 lbs. |
| 1 | 25 gp | Thieves' tools | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. | 1 lb. |