Siema

Female Otterfolk Noble

She is an adult otterfolk with grey eyes (behind a pair of spectacles) and grey fur with black fur on their face.

Personality Traits: Tense, Optimistic.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 780 AC (Age 20)

Orientation: Bisexual

Home: Chearit's Manor

Settlement: Harden

Mother: Thretee

Father: Hierup Shealapup

Siblings

Statistics

STRDEXCONWISINTCHR
11 15 10 9 9 11
+2

ACHPPassive
Perception
Speed
12 6 10 30 ft.

Alignment: chaotic good

Size: Medium

Senses: Watervision

Actions:

  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Athletics +2, Persuasion +2

Abilities:

  • Hold Breath. Siema can hold their breath for up to 30 minutes at a time.
  • Bite. Siema 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 Empty bottle common An empty bottle that once contained a beverage.
1 60 gp Gold gorget common A heavy gorget made of gold.
1 20 gp Holy Symbol (Caspio) common A holy symbol in the shape of a signpost.
1 147 gp Jade tiara uncommon A gold tiara, with a large jade inset.
1 13 gp 2 sp Money Pouch common Siema's money pouch. It has 12 gp, 11 sp and 10 cp in it. ⅝ lb.
1 57 gp Peridot dangle earrings uncommon A pair of gold earrings, with small peridot stones hanging.
1 50 gp 2 sp 8 cp Topaz-studded ring uncommon A gilded copper ring, with 2 small topaz stones inset.
1 Negotiable Truthful belt of life saving uncommon This leather belt is embossed with runes. When removed the next time you are dying at the start of your turn, you stabilize. This effect wears off after a day. This property cannot be used again until after a long rest. After using the belt's property you cannot tell a deliberate lie for 1 hour.
1 60 gp Wind-up lamp uncommon When powered, the lamp provides bright light in a 20-foot radius and dim light for additional 20 feet.

The lamp has a key which when wound for 6 seconds (1 turn) powers the lamp for 1 minute. Maximum wind time is 1 minute, giving 10 minutes power.

Download as Fantasy Grounds NPC

Send Feedback