Captain Foharell
- Hit points · HP
- 8
- Armour class · AC
- 10
- Level
- 1
- Strength
- 10+0
- Dexterity
- 10+0
- Constitution
- 10+0
- Intelligence
- 10+0
- Wisdom
- 10+0
- Charisma
- 10+0
Attacks and skills 7
Enlarge
Grow in size to become stronger.
Action
Maiming Strike
Possibly
Maims your target. They can't move.
Action
Weakening Strike
This non-lethal attack possibly inflicts
Weak Grip, hindering the target's attacks.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Menacing Attack (Melee)
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Action
Mind Spike
Drive a psychic spike into the brain of a foe.
18m
Wisdom saving throw
ActionLevel 1 spell slot
Possible damage types
Psychic
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Dwarven Resilience
You have
Advantage on
Saving Throws against Poison, and you have Resistance against Poison damage.
Advantage on
Saving Throws against Poison, and you have Resistance against Poison damage.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.