Novice Seyela

Female Otterfolk Cleric

She is an adult otterfolk with black eyes and medium brown fur with light brown streaks.

Personality Traits: Introverted, Jovial.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 761 AC (Age 39)

Orientation: Hetrosexual

Home: Temple of Caspio

Settlement: Kimberden

Mother: Drey (Deceased)

Father: Khookin Woorepup (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
6 15 9 13 10 11
-2 +2 +1

ACHPPassive
Perception
Speed
16 12 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, Religion +2, Insight +3

Abilities:

  • Hold Breath. Seyela can hold their breath for up to 30 minutes at a time.
  • Bite. Seyela can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
  • Spellcasting. Seyela is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • Cantrip (at will):
  • 1st-level (3 slots):

Spoken Languages: Otterese, Common

Inventory

Quantity Value Item Rarity Description Weight
1 Empty bottle common An empty bottle that once contained a beverage.
1 5 gp 1 sp 6 cp Extravagant Quartz necklace common A copper necklace, with a string of 2 medium quartz gems.
1 2 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 15 gp 6 sp 8 cp Money Pouch common Seyela's money pouch. It has 14 gp, 14 sp and 28 cp in it. 1 lbs.
1 3 gp 2 sp Quartz dangle earrings common A pair of silver earrings, with small quartz stones hanging.
1 50 gp Scale Mail common Medium armour. Base AC: 14 + Dex modifier (max 2). Gives disadvantage to stealth checks. 45 lbs.
1 Negotiable The concealable dice of melody uncommon Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it plays a sweet melody. The melody can be heard from 100 ft away. The music can be stopped by anyone who can touch the dice. This property cannot be used again until after a long rest. When the dice is in your pack or otherwise stowed away, only you can see it. It can be revealed with detect magic.

Download as Fantasy Grounds NPC

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