Feema Cleyemapup
Female Otterfolk Housekeeper
She is an adult otterfolk with black eyes and medium brown fur with light brown patches.
Personality Traits: Jumpy.
Alignment: neutral.
Born: 766 AC (Age 34)
Orientation: Hetrosexual
Home: Kheap's Sculptors
Settlement: Bailden
Mother: Cleyema Feemapup (Deceased)
Father: Chierit (Deceased)
Statistics
STR | DEX | CON | WIS | INT | CHR |
---|---|---|---|---|---|
6 | 14 | 12 | 10 | 9 | 12 |
-2 | +2 | +1 | +1 |
AC | HP | Passive Perception | Speed |
---|---|---|---|
12 | 5 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Senses: Watervision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Perception +2
Abilities:
- Hold Breath. Feema can hold their breath for up to 30 minutes at a time.
- Bite. Feema can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Otterese, Common, Elvish (basic)
Inventory
Quantity | Value | Item | Description | Weight |
---|---|---|---|---|
1 | 2 cp | Broom | A well used broom. | |
1 | 5 gp | Emblem | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |
1 | 2 cp | Flask or tankard | 1 lb. | |
1 | 4 sp | Money Pouch | Feema's money pouch. It has 4 sp in it. | ยนโโโ lb. |
1 | Picture of a family | A printed image made using a Mirror of Frozen Image. It depicts a family. | ||
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. |