Lleelo Sienpup

Male Otterfolk Noble

He is an adult otterfolk with grey eyes and light brown fur with grey stripes.

Personality Traits: Honest, Unperturbed.

Alignment: lawful evil.

He is a follower of Xor. (LE)

Born: 781 AC (Age 19)

Orientation: Hetrosexual

Home: Weep's Manor

Settlement: Burden

Mother: Sien Nerdath Serinduiaripup

Father: Kheemeep

Siblings

Statistics

STRDEXCONWISINTCHR
6 12 10 10 9 12
-2 +1 +1

ACHPPassive
Perception
Speed
11 6 10 30 ft.

Alignment: lawful evil

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 +3

Abilities:

  • Hold Breath. Lleelo can hold their breath for up to 30 minutes at a time.
  • Bite. Lleelo 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
1 150 gp Adamant ear ring common A plain adamant hoop earring.
1 82 gp 5 sp Garnet platinum chain bracelet common A short chain of tiny platinum links, with a small garnet attached.
1 20 gp Holy Symbol (Xor) common A holy symbol in the shape of crossed swords.
1 120 gp Long-wind mistars board uncommon Looks like a normal Mistars board. (A popular two-player strategy game of elven origin.) When powered, the second player's moves are made automatically. The mistars board plays with a +4 to it's ability check.

The mistars board has a key which when wound for 6 seconds (1 turn) powers the mistars board for 1 minute. Maximum wind time is 3 minutes, giving 30 minutes power.
1 13 gp 7 sp Money Pouch common Lleelo's money pouch. It has 11 gp and 27 sp in it. ¾ lb.
1 Old pipe common A filthy old clay pipe.
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.

Download as Fantasy Grounds NPC

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