Zema Fielapup
Female Otterfolk Angler
She is an adult otterfolk with black eyes and white fur with dark brown patches.
Personality Traits: Impatient, Optimistic.
Alignment: lawful good.
She is a follower of Solina. (LG)
Born: 773 AC (Age 27)
Orientation: Hetrosexual
Home: River Inlet
Settlement: Bedlingden
Spouse: Thriemeep
Mother: Fiela Thrulunapup (Deceased)
Father: Dreelo Freyemapup (Deceased)
Children
- Fiela Zemapup - age 9 ♀
- Rulure Zemapup - age 7 ♀
- Dreelo Zemapup - age 7 ♂
- Pela Zemapup - age 5 ♀
- Meakin Zemapup - age 5 ♂
- Lliell Zemapup - age 3 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 11 | 10 | 8 | 12 | 11 |
| -2 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 9 | 30 ft. |
Alignment: lawful good
Size: Medium
Senses: Watervision
Actions:
- Sickle. 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, Animal Handling +1, Nature +3
Abilities:
- Hold Breath. Zema can hold their breath for up to 30 minutes at a time.
- Bite. Zema can use their bite to make unarmed strikes. Dealing piercing damage equal to 1d6-2.
Spoken Languages: Otterese, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | Doodles | common | Some scribblings on a small scrap of paper. | ||
| 1 | 2 gp | Holy Symbol (Solina) | common | A holy symbol in the shape of a lamp. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Zema's money pouch. It has 7 sp and 29 cp in it. | ¾ lb. |
| 1 | 1 gp | Sickle | common | A Simple Melee weapon. 1d4 slashing damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | Smooth Stone | common | A tumbled smooth stone with "Thriemeep" engraved on it. The otterfolk equivalent of a wedding ring. | ½ lb. | |
| 1 | Negotiable | The poisonous dice of glowing | uncommon | Two cubes made of bone, with mysterious markings on each face. Role the dice, if the symbols match, it emits a dim orange glow, just barely enough to cover 10 ft. The glow lasts for 1 minute. This property cannot be used again until after a long rest. After using the dice's property, you must succeed a constitution save, DC 12, or be poisoned for 1 hour. |