Marcoryl
- Hit points · HP
- 22
- Armour class · AC
- 14
- Level
- 3
- Strength
- 10+0
- Dexterity
- 12+1
- Constitution
- 10+0
- Intelligence
- 12+1
- Wisdom
- 16+3
- Charisma
- 14+2
Attacks and skills 6
Shillelagh
cantrip
Your staff or club becomes magical: it deals [1], and uses your Spellcasting Ability for
Attack Rolls.
Attack Rolls.
Bonus Action
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Cure Wounds
Level 1 spell
Heal a creature you can touch.
1.5m
ActionLevel 1 spell slot
Healing Word
Level 1 spell
Heal a creature you can see.
18m
Bonus ActionLevel 1 spell slot
Lesser Restoration
Level 2 spell
Cure a creature from disease, poison, paralysis or blindness.
1.5m
ActionLevel 2 spell slot
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Fey Ancestry
You have
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.Darkness Rules
No game description available.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.