Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

Rank unconfirmedWood Elf · Act 1

Jeorna

← Back to list
Hit points · HP
22
Armour class · AC
11
Level
—
Difficulty
Strength
11+0
Dexterity
10+0
Constitution
12+1
Intelligence
10+0
Wisdom
16+3
Charisma
12+1

Attacks and skills 7

Produce Flame
cantrip
A flame in your hand sheds a light in a 9m radius and deals 1d8 Fire damage when thrown.
Action
Wild Shape: Boar
Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
Bonus ActionWild Shape Charge
Cure Wounds
Level 1 spell
Heal a creature you can touch.
1.5m
ActionLevel 1 spell slot
Entangle
Level 1 spell
Create a vine surface, slowing down creatures, possibly Entangling them.
18m
ActionLevel 1 spell slot concentration
Heat Metal
Level 2 spell
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.
18m Constitution saving throw
ActionLevel 2 spell slot concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Topple
Swipe at a creature to knock it Prone.
Action
Possible damage typesBludgeoning

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.

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.

The area-adjusted level is unconfirmed; level-dependent features and proficiency are incomplete.