Freyerit Haant
Male Otterfolk Angler
He is an adult otterfolk with grey eyes and dark brown fur with brown fur on their face and chest.
Personality Traits: Candid, Downbeat, Personable.
Alignment: chaotic good.
He is a follower of Caspio. (CG)
Born: 786 AC (Age 14)
Orientation: Hetrosexual
Home: None
Settlement: Holhaven
Mother: Freyena Bluntanvil
Father: Frulull Haant (Deceased)
Siblings
- Dáinrór Bluntanvil - age 27 ♀
- Khoor Haant - age 25 ♂
- Khearit Haant - age 19 ♂
- Wilson Haant - age 16 ♂
- Novice Thoomeek Haant - age 16 ♂
- Meyelo Haant - age 14 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 11 | 10 | 10 | 12 | 8 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: chaotic 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, Animal Handling +2, Nature +3
Abilities:
- Hold Breath. Freyerit can hold their breath for up to 30 minutes at a time.
- Bite. Freyerit can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Common, Otterese
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 8 gp | "The riversticks murders" (Dog-eared) |
By Induilawen Detective fiction. When a series of unusual murders occur during a riversticks competition. The greatest watchwoman of our time, Celeel Clue, must solve the case. The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 50 gp | Draft Horse | ||
| 1 | 2 gp | Holy Symbol (Caspio) | A holy symbol in the shape of a signpost. | |
| 1 | 9 sp 9 cp | Money Pouch | Freyerit's money pouch. It has 9 sp and 9 cp in it. | ⅜ lb. |
| 1 | Old pipe | A filthy old clay pipe. | ||
| 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. |