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

STRDEXCONWISINTCHR
6 11 9 12 11 11
-2 +1

ACHPPassive
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.

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