Shroorup Whulunapup

Male Otterfolk Tanner

He is an elderly otterfolk with grey eyes (behind a pair of spectacles) and grey fur with light brown fur on their face.

Personality Traits: Candid, Daring, Upbeat.

Alignment: neutral good.

He is a follower of Marlon. (NG)

Born: 752 AC (Age 48)

Orientation: Hetrosexual

Home: Shroorup's Leathercraft Tanners

Settlement: Bottesden

Spouse: Cleay (Deceased)

Mother: Whuluna Lulurepup (Deceased)

Father: Cleall (Deceased)

Children

Siblings

Statistics

STRDEXCONWISINTCHR
6 12 11 8 6 11
-2 +1 -1 -2

ACHPPassive
Perception
Speed
11 6 9 30 ft.

Alignment: neutral good

Size: Medium

Senses: Watervision

Actions:

  • Head Knife. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d4 slashing damage.
  • Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Athletics +0, Persuasion +2

Abilities:

  • Hold Breath. Shroorup can hold their breath for up to 30 minutes at a time.
  • Bite. Shroorup can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.

Spoken Languages: Otterese, Common

Inventory

Quantity Value Item Description Weight
1 10 gp "A genealogical history of the high-elves" By Lóhal, daughter of Tharóin

A detailed genealogy of the high-elven nobility dating back to the founding of Ataland.
5 lbs.
1 10 gp "Glind palt Glaich" By Inelda Orbrysar

A collection uplifting poetry in the original Elvish.
5 lbs.
1 A matchbook A matchbook containing 9 matches.
1 6 cp Copper ear ring A plain copper hoop earring.
1 1 gp Head Knife A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk
A large half-circle blade that is sharp on the rounded portion. The maneuverability of the blade edge make it useful for cutting curves.
2 lbs.
1 5 sp 6 cp Money Pouch Shroorup's money pouch. It has 5 sp and 6 cp in it. ¼ lb.
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.

Download as Fantasy Grounds NPC

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