Zeap
Female Otterfolk Noble
She is an elderly otterfolk with grey eyes and light brown fur with dark brown fur on their face and chest.
Personality Traits: Dull.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 750 AC (Age 49)
Orientation: Hetrosexual
Home: Grand Matriarch of Port Filden Herepup's Manor
Settlement: Port Filden (immigrated from Carnden)
Spouse: Sher Rhetupup
Mother: Wiep (Deceased)
Father: Whulukin Wetupup (Deceased)
Children
Siblings
- Dren - age 46 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 14 | 11 | 11 | 10 | 8 |
| +1 | +2 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 6 | 10 | 30 ft. |
Alignment: neutral 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 +1
Abilities:
- Hold Breath. Zeap can hold their breath for up to 30 minutes at a time.
- Bite. Zeap 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 | 115 gp | Aquamarine gold gorget | uncommon | A heavy gorget made of gold, studded with a medium aquamarine. | |
| 1 | Child's drawing | common | A child's drawing of a cow. | ||
| 1 | 20 gp | Holy Symbol (Marlon) | common | A holy symbol in the shape of open hands. | |
| 1 | 13 gp 6 sp 5 cp | Money Pouch | common | Zeap's money pouch. It has 12 gp, 14 sp and 25 cp in it. | 1 lbs. |
| 1 | 60 gp | Platinum ear studs | common | A pair of platinum ear-studs. | |
| 1 | 50 gp | Potion of healing | common | You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. | |
| 1 | Smooth Stone | common | A tumbled smooth stone with "Sher" engraved on it. The otterfolk equivalent of a wedding ring. | ½ lb. | |
| 1 | 80 gp | Wind-up music box | uncommon |
Plays music when powered. A lever on the side allows selection from a number of musical compositions. The music box has a key which when wound for 6 seconds (1 turn) powers the music box for 1 minute. Maximum wind time is 1 minute, giving 10 minutes power. |