Pulula
Female Otterfolk Medic
She is an adult otterfolk with grey eyes and medium brown fur with white fur on their face and chest.
Personality Traits: Reckless, Downbeat.
Alignment: neutral good.
She is a follower of Marlon. (NG)
Born: 786 AC (Age 14)
Orientation: Hetrosexual
Home: Fish Breeders
Settlement: Port Princeden
Mother: Heatee
Father: Cleemeep Pleypup
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 11 | 11 | 11 | 12 | 9 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 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 +2
Abilities:
- Hold Breath. Pulula can hold their breath for up to 30 minutes at a time.
- Bite. Pulula can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 4 gp | "Some thinking island" (Dog-eared) | common |
By Nesmarsth Rhozirud Not a particularly famous book, but entertaining. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 6 gp 5 sp | A solid gold neck ring | common | A chorded gold band, with a loop clasp, worn around the neck. | |
| 1 | 25 gp 1 sp 1 cp | Engraved Aquamarine ring | uncommon | A copper ring, with 1 small a aquamarine stone inset and fine engraving work. | |
| 1 | 2 cp | Flask or tankard | common | 1 lb. | |
| 1 | 2 gp | Holy Symbol (Marlon) | common | A holy symbol in the shape of open hands. | |
| 1 | 1 gp 8 sp 9 cp | Money Pouch | common | Pulula's money pouch. It has 1 gp, 7 sp and 19 cp in it. | ½ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |