Fleyetee Heerepup

Female Otterfolk Housekeeper

She is an adolescent otterfolk with black eyes and light brown fur with dark brown fur on their tail.

Personality Traits: Humorless, Candid, Kind.

Alignment: neutral.

Born: 789 AC (Age 11)

Orientation: Hetrosexual

Home: Orchard

Settlement: Oadden

Mother: Heere Noonpup

Father: Fer Fleenpup

Siblings

Statistics

STRDEXCONWISINTCHR
6 14 8 11 9 10
-2 +2 -1

ACHPPassive
Perception
Speed
12 3 10 30 ft.

Alignment: neutral

Size: Medium

Senses: Watervision

Actions:

  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Athletics +0, Nature +2

Abilities:

  • Hold Breath. Fleyetee can hold their breath for up to 30 minutes at a time.
  • Bite. Fleyetee can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.

Spoken Languages: Otterese, Common

Inventory

Quantity Value Item Description Weight
1 2 cp Broom A well used broom.
1 Four-leaf clover Some say that four-leaf clovers are a good luck charm.
1 12 gp 7 sp 2 cp Jade tiara A pewter tiara, with a small jade inset.
1 8 sp 4 cp Money Pouch Fleyetee's money pouch. It has 7 sp and 14 cp in it. ⁷⁄₁₆ lb.
1 1 sp Oil (flask) Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 1 lb.
1 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
1 10 gp Rope, silk (50 feet) Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. 5 lbs.

Download as Fantasy Grounds NPC

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