Jeap Kienpup

Female Otterfolk Adventurer

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

Personality Traits: Reckless, Unperturbed, Impatient.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 753 AC (Age 47)

Orientation: Hetrosexual

Home: None

Settlement: Saradham (immigrated from Bailden)

Mother: Kien Jeappup (Deceased)

Statistics

STRDEXCONWISINTCHR
11 11 10 9 9 10

ACHPPassive
Perception
Speed
14 20 10 30 ft.

Alignment: chaotic good

Size: Medium

Senses: Watervision

Actions:

  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
  • Handaxe. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Athletics +2, Perception +2, History +2

Abilities:

  • Hold Breath. Jeap can hold their breath for up to 30 minutes at a time.
  • Bite. Jeap can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6.
  • Action Surge. Once per day, Jeap can take an additional action on their turn.

Spoken Languages: Otterese, Common

Inventory

Quantity Value Item Description Weight
1 5 gp Handaxe A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk 2 lbs.
1 3 gp 2 sp 3 cp Money Pouch Jeap's money pouch. It has 3 gp, 2 sp and 3 cp in it. ³⁄₁₆ lb.
1 Old pipe A filthy old clay pipe.
1 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
1 30 gp Ring Mail Heavy armour. Base AC: 14. Gives disadvantage to stealth checks. 40 lbs.
1 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.
1 1 gp Spear A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.

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