Zekin Bannhill
Male Otterfolk Veteran Adventurer
He is an adult otterfolk with grey eyes and dark brown fur with white fur on their face and chest.
Personality Traits: Daring, Mean, Unperturbed.
Alignment: neutral.
Born: 786 AC (Age 14)
Orientation: Hetrosexual
Home: Adventurer's Guild Hall
Settlement: Weybthorpe
Mother: Lleetee Amarluten
Father: Llulurup Bannhill
Siblings
- Deereep Bannhill - age 14 ♂
- Meema Amarluten - age 14 ♀
- Fleap Amarluten - age 10 ♀
- Meekol Bannhill - age 8 ♂
- Zeey Amarluten - age 8 ♀
- Pearit Bannhill - age 8 ♂
Half-Siblings (Mother's Side)
- Deyemeep Goldbody - age 18 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 7 | 14 | 9 | 10 | 12 | 8 |
| -1 | +2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 14 | 40 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Watervision
Actions:
- Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
- Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Spear. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +2, History +4, Insight +3
Abilities:
- Hold Breath. Zekin can hold their breath for up to 30 minutes at a time.
- Bite. Zekin can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-1.
- Action Surge. Once per day, Zekin can take an additional action on their turn.
- Multiattack. Zekin attacks twice.
Spoken Languages: Common, Otterese, Halfling (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Handkerchief | A small square of cloth with Zekin stitched in one corner. | ||
| 1 | 4 gp 1 sp 6 cp | Money Pouch | Zekin's money pouch. It has 2 gp, 20 sp and 16 cp in it. | ¾ 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 | 5 cp | Pole (10-foot) | 7 lbs. | |
| 1 | 10 gp | Shortsword | A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk | 2 lbs. |
| 1 | 1 gp | Spear | A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk | 3 lbs. |
| 1 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |