Feerup
Male Otterfolk Shopkeep's Apprentice
He is an adolescent otterfolk with black eyes and medium brown fur with light brown streaks.
Personality Traits: Downbeat, Evasive, Mean.
Alignment: chaotic neutral.
Born: 790 AC (Age 10)
Orientation: Hetrosexual
Home: Julurup's Bait Shop
Settlement: Port Halesoden
Mother: Reeru
Father: Prier Kootupup
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 13 | 11 | 7 | 9 | 10 |
| +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 9 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Watervision
Actions:
- Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Athletics +2, Persuasion +2
Abilities:
- Hold Breath. Feerup can hold their breath for up to 30 minutes at a time.
- Bite. Feerup can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 2 cp | Flask or tankard | common | 1 lb. | |
| 1 | 5 gp | Gold signet ring | common | A gold band, shaped with flat section embossed with the feerup family crest. | |
| 1 | 5 gp | Handaxe | common | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 2 sp | Money Pouch | common | Feerup's money pouch. It has 20 cp in it. | ⅜ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |