Cheyelee

Male Otterfolk Housekeeper

He is an adolescent otterfolk with black eyes and light brown fur with grey patches.

Personality Traits: Introverted, Mean, Downbeat.

Alignment: neutral good.

He is a follower of Marlon. (NG)

Born: 788 AC (Age 12)

Orientation: Hetrosexual

Home: Threp's Discount Buckle Makers

Settlement: Pudden

Mother: Pliela

Father: Siekol

Siblings

Statistics

STRDEXCONWISINTCHR
6 14 8 8 12 8
-2 +2 -1 -1 +1 -1

ACHPPassive
Perception
Speed
12 3 9 30 ft.

Alignment: neutral good

Size: Medium

Senses: Watervision

Actions:

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

Skills: Athletics +0, Persuasion +1

Abilities:

  • Hold Breath. Cheyelee can hold their breath for up to 30 minutes at a time.
  • Bite. Cheyelee 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 Doodles Some scribblings on a small scrap of paper.
1 2 gp Holy Symbol (Marlon) A holy symbol in the shape of open hands.
1 1 gp 8 sp 2 cp Money Pouch Cheyelee's money pouch. It has 18 sp and 2 cp in it. ⅜ lb.
1 1 sp Oil (flask) Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 1 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.
1 5 sp Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. 1 lb.

Download as Fantasy Grounds NPC

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