Floola
Female Otterfolk Noble
She is an adult otterfolk with black eyes and medium brown fur with light brown spots.
Personality Traits: Cautious, Optimistic, Shy.
Alignment: chaotic good.
She is a follower of Caspio. (CG)
Born: 782 AC (Age 18)
Orientation: Hetrosexual
Home: Shreyer's Manor
Settlement: Broughden
Mother: Fiey
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 15 | 11 | 12 | 8 | 11 |
| -2 | +2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 6 | 11 | 30 ft. |
Alignment: chaotic good
Size: Medium
Senses: Watervision
Actions:
- Mace. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Persuasion +2
Abilities:
- Hold Breath. Floola can hold their breath for up to 30 minutes at a time.
- Bite. Floola 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 | 50 gp 9 sp | Elaborate Amethyst broach | common | An elaborate gilded copper broach, with a 4 small amethyst gems inset. | |
| 1 | 100 gp 9 sp | Elaborate Topaz broach | uncommon | An elaborate gilded copper broach, with a 2 medium topaz gems inset. | |
| 1 | 128 gp 5 sp | Garnet electrum chain bracelet | uncommon | A short chain of tiny electrum links, with a large garnet attached. | |
| 1 | 20 gp | Holy Symbol (Caspio) | common | A holy symbol in the shape of a signpost. | |
| 1 | 5 gp | Mace | common | A Simple Melee weapon. 1d6 bludgeoning damage. Range: 5. Properties: Monk | 4 lbs. |
| 1 | 18 gp 1 sp 1 cp | Money Pouch | common | Floola's money pouch. It has 17 gp, 11 sp and 1 cp in it. | ⅝ lb. |
| 4 | Rusty nail | common | A rusty old nail. | ||
| 1 | 80 gp | Wind-up mistars board | uncommon |
Looks like a normal Mistars board. (A popular two-player strategy game of elven origin.) When powered, the second player's moves are made automatically. The mistars board plays with a +4 to it's ability check. The mistars board has a key which when wound for 6 seconds (1 turn) powers the mistars board for 1 minute. Maximum wind time is 1 minute, giving 10 minutes power. |