Shreemeek Heyelapup
Male Otterfolk Traveling Bard
He is an adult otterfolk with grey eyes and light brown fur with white fur on their feet.
Personality Traits: Unperturbed, Daring, Upbeat.
Alignment: lawful neutral.
He is a follower of Gaia. (CN)
Born: 769 AC (Age 31)
Orientation: Homosexual
Home: None
Settlement: Bandit Camp (immigrated from Batden)
Mother: Heyela Rhearupup (Deceased)
Father: Cheekin (Deceased)
Statistics
STR | DEX | CON | WIS | INT | CHR |
---|---|---|---|---|---|
6 | 11 | 9 | 12 | 11 | 11 |
-2 | +1 |
AC | HP | Passive Perception | Speed |
---|---|---|---|
11 | 16 | 11 | 30 ft. |
Alignment: lawful neutral
Size: Medium
Senses: Watervision
Actions:
- Rapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage.
- Greatclub. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +0, Performance +2, Persuasion +2
Abilities:
- Hold Breath. Shreemeek can hold their breath for up to 30 minutes at a time.
- Bite. Shreemeek can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
- Bardic Inspiration. (3 uses/short rest) As a bonus action, Shreemeek can grant one creature within 60 feet that can hear them a Bardic Inspiration die, a d6. The creature can add this die to one ability check, attack roll, or saving throw it makes. The Bardic Inspiration die is then expended.
- Spellcasting. Shreemeek is a spellcaster. His spellcasting ability is chr (spell save DC 10, +2 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Otterese, Common
Inventory
Quantity | Value | Item | Description | Weight |
---|---|---|---|---|
1 | 1 gp | Block and tackle | A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. | 5 lbs. |
1 | Empty bottle | An empty bottle that once contained a beverage. | ||
1 | 2 sp | Greatclub | A Simple Melee weapon. 1d8 bludgeoning damage. Range: 5. Properties: Two-Handed | 10 lbs. |
1 | 2 gp | Holy Symbol (Gaia) | A holy symbol in the shape of a tree. | |
1 | 1 sp 5 cp | Jagged tooth necklace | The tooth from a large predator, strung on a leather chord. | |
1 | 35 gp | Lute | If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. | 2 lbs. |
1 | 3 gp 4 sp 9 cp | Money Pouch | Shreemeek's money pouch. It has 2 gp, 12 sp and 29 cp in it. | ⅞ lb. |
1 | 5 gp | Padded | Light armour. Base AC: 11 + Dex modifier. Gives disadvantage to stealth checks. | 8 lbs. |
1 | 12 gp | Pan flute | If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. | 2 lbs. |
1 | 25 gp | Rapier | A Martial Melee weapon. 1d8 piercing damage. Range: 5. Properties: Finesse | 2 lbs. |
1 | 12 gp 6 sp 4 cp | Tourmaline copper chain bracelet | A short chain of tiny copper links, with a small tourmaline attached. |