Feakol Preppup
Male Otterfolk Jeweller's Assistant
He is an adult otterfolk with grey eyes and medium brown fur with light brown fur on their feet.
Personality Traits: Jovial, Impatient, Personable.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 760 AC (Age 40)
Orientation: Hetrosexual
Home: Premeek's Jewellers
Settlement: Port Framlingden
Mother: Prep Shreypup (Deceased)
Father: Lekol (Deceased)
Siblings
- Premeek Preppup - age 45 ♂
- Frooli Preppup - age 40 ♀
- Pleameep Preppup - age 35 ♂
- Clulukin Preppup - age 30 ♂
- Shrey Barrow - age 30 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 14 | 8 | 10 | 7 | 8 |
| +2 | -1 | -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 5 | 10 | 30 ft. |
Alignment: neutral good
Size: Medium
Senses: Watervision
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +2, Persuasion +1
Abilities:
- Hold Breath. Feakol can hold their breath for up to 30 minutes at a time.
- Bite. Feakol can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6.
Spoken Languages: Otterese, Common, Halfling (basic)
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 2 | Chewed gum | A piece of chewed gum. | ||
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 25 gp | Jeweler's tools | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 2 lbs. |
| 1 | 2 gp 7 sp 2 cp | Money Pouch | Feakol's money pouch. It has 2 gp, 6 sp and 12 cp in it. | ⅜ lb. |
| 1 | 5 cp | Painted wood necklace | A string of medium painted wooden beads. | |
| 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. |