Kulup Gaukblower

Female Otterfolk Noble

She is an adult otterfolk with one black eye (her right is covered by an eye-patch) and light brown fur with grey patches.

Personality Traits: Unperturbed, Upbeat.

Alignment: lawful evil.

She is a follower of Xor. (LE)

Born: 779 AC (Age 21)

Orientation: Homosexual

Home: Gaukblower's Manor

Settlement: Waltcombe

Mother: Rulutu Gaukblower

Father: Kemeek Ferritelamp (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
6 13 11 11 8 9
-2 +1 -1

ACHPPassive
Perception
Speed
11 6 10 30 ft.

Alignment: lawful evil

Size: Medium

Senses: Watervision

Actions:

  • Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 piercing 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. Kulup can hold their breath for up to 30 minutes at a time.
  • Bite. Kulup can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.

Spoken Languages: Common, Otterese

Inventory

Quantity Value Item Rarity Description Weight
1 8 gp "Songs that make you cry" (Dog-eared) common By Edward Zephier

Contains lyrics and musical notation for many melancholic bard songs. Includes "I lost her", "The place far away", and "I'm sorry".

The book is a bit dog-eared, but in serviceable condition.
5 lbs.
1 20 gp Holy Symbol (Xor) common A holy symbol in the shape of crossed swords.
1 720 gp Imp-powered audio reproducer uncommon Records sound by cutting a grove in to a wet clay cylinder. Can also play the sound back. The sound loses much of it's depth, but is surprisingly audible. A single clay cylinder can contain 1 minute of sound. The cylinders are very fragile once made.

The audio reproducer is powered by a tiny imp. The magical creature is not pleased about this, can only be coaxed in to action for a total of one hour each day, and is likely to complain the whole time. Should the imp ever escape, it will probably seek vengeance on it's former master. (See SRD for monster stats: Devil, Imp) While trapped, the imp is unable to use any of it's Special Traits or Actions.
1 100 gp 2 sp 5 cp Iridot ring uncommon A gilded copper ring, with 1 small a iridot stone inset.
1 14 gp 9 cp Money Pouch common Kulup's money pouch. It has 12 gp, 19 sp and 19 cp in it. 1 lb.
1 Pouch of basil common A small pouch containing dried basil. It has lost its potency.
1 25 gp Rapier common A Martial Melee weapon. 1d8 piercing damage. Range: 5. Properties: Finesse 2 lbs.
1 57 gp Topaz gold chain bracelet uncommon A short chain of tiny gold links, with a medium topaz attached.
1 Negotiable Vastra's cursed symbol of fortune uncommon A holy symbol of Vastra. In order to use the symbol, you must be a follower of Vastra and have visited a shrine or temple to Vastra in the last 24 hours. If you have done so, you can hold the symbol and say a short prayer and Vastra smiles upon you. Then the next attack roll, ability check or saving throw you make is with advantage. This property cannot be used again until after a long rest. After each use the GM should roll a d20. On a 1, a misfortune befalls the user. The nature of the misfortune is at the discretion of the GM.

Download as Fantasy Grounds NPC

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