Two Headed Otterkin Enigma

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

For Dungeon Crawl Classics RPG.

Based on another cool otter meme.

Two heads are cuter than one.

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

MiaPiper, Otterkin Enigma

Init +2; MV 15/20
Atk Weapon +4 Staff melee (dmg 1d6+2);
AC 14; HD 4d8 (28 hp); MV 30’;
Act 1d20, 1d14; SV (Fort +3, Ref +1, Will +4); AL N
Spell Check Bonus: +5
SA: Mia (Right head) breathes fire Ref 18, 28 damage or half with save. Line, width 10’, length 3d6 x 10’ Piper (Left head) Hypnotic Gaze. Will 15, On a failed save, target must act as a friend to MiaPiper for one day. Actions that contradict the target’s safety and well-being will break the effect.

Cast spells at a Level 3 Wizard.

Instruments: the Otterkin duo are capable of playing the fiddle (Mia) or Bagpipes (Piper.)

Otterkin for DCC RPG

These small creatures average 2-3′ tall. They are extremely nimble in the water and have keen senses both underwater and on land. In general they are kind and gentle in nature. They do not seek encounters with other creatures unless they appear friendly or playful. Their first reaction in most other situations is to flee to the water immediately.

This was inspired by a meme on Twitter.

I love otters!

Here’s the pic.

The Otterkin:

Init +1; Atk tiny staff -2 melee (1d3); AC 11; HD 1d4; MV 20’ Swim 30′; Act 1d20; SP infravision 100’ Keen Smell; SV Fort -2, Ref +0, Will -2; AL N.

Their native language is a series of squeeks, whistles, and chirps. Their mastery of Common is quite good in many cases even though it is rarely ever spoken above a whisper. They also have an affinity for communicating with other aquatic mammals.

These small creatures average 2-3′ tall. They are extremely nimble in the water and have keen senses both underwater and on land. In general they are kind and gentle in nature. They do not seek encounters with other creatures unless they appear friendly or playful. Their first reaction in most other situations is to flee to the water immediately.

Otterkin are often found in pairs, families of 3-7, romps of 6 or more, or villages numbering in the dozens.

Each village is led by an elder (Same stats as above except +2 Init; HD 1d6; SV Fort +0, Ref +2, Will +0)

Each village has a wise otterkin. (Can cast 1 Level 1 Cleric Spell. Heals as a Level 1 Cleric.)

Generally these creatures are non-violent and try to get along with everyone. They are extremely playful, especially in the water. Generally they wear minimal clothing and usually only trade for food and shiny trinkets. They are generous to a fault and will always attempt to accommodate friendly visitors to their tiny warrens.

Photo by Tuesday Temptation on Pexels.com
DCC or any other OSR compatible.

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