Frooy
Female Otterfolk Noble
She is an adult otterfolk with grey eyes and grey fur with white fur on their feet.
Personality Traits: Jumpy, Irritable, Serious.
Alignment: lawful good.
She is a follower of Caspio. (CG)
Born: 776 AC (Age 24)
Orientation: Hetrosexual
Home: Riey's Manor
Settlement: Chatden
Mother: Riey
Father: Frookin Jeteepup (Deceased)
Siblings
- Lliell - age 33 ♂
- Plelee - age 29 ♂
- Lleelo - age 27 ♂
- Cliey - age 27 ♀
- Featee - age 22 ♀
- Shrereep - age 20 ♂
- Feareep - age 17 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 8 | 9 | 9 | 9 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 5 | 10 | 30 ft. |
Alignment: lawful good
Size: Medium
Senses: Watervision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Persuasion +2
Abilities:
- Hold Breath. Frooy can hold their breath for up to 30 minutes at a time.
- Bite. Frooy can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 65 gp | A solid platinum neck ring | common | A chorded platinum band, with a loop clasp, worn around the neck. | |
| 1 | Dice | common | A standard six-sided die. | ||
| 1 | 20 gp | Holy Symbol (Caspio) | common | A holy symbol in the shape of a signpost. | |
| 1 | 10 gp 7 sp 5 cp | Money Pouch | common | Frooy's money pouch. It has 10 gp, 6 sp and 15 cp in it. | ⅝ lb. |
| 1 | 113 gp 1 sp 4 cp | Pair of Tourmaline encrusted shoulder clasps | common | An pair of elaborate copper shoulder clasps, with 9 small tourmaline stones between them. | |
| 1 | 100 gp 3 sp 5 cp | Peridot dangle earrings | uncommon | A pair of gilded copper earrings, with medium peridot stones hanging. | |
| 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. |