Champion of Mahkloompah
- Hit points · HP
- 99
- Armour class · AC
- 18
- Level
- 9
- Strength
- 20+5
- Dexterity
- 14+2
- Constitution
- 17+3
- Intelligence
- 12+1
- Wisdom
- 13+1
- Charisma
- 15+2
Attacks and skills 6
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them
Off Balance.
9m
Action
Possible damage types
Piercing
Brace (Melee)
Sacrifice 6m
movement speed. For the rest of your turn, roll melee damage twice and use the highest result.
movement speed. For the rest of your turn, roll melee damage twice and use the highest result.
Movement Speed 6
Claws
Lash out with deadly claws.
1.5m
Action
Possible damage types
Slashing
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Blood Frenzy
The scent of blood sends the sahuagin into a
Blood-scent Frenzy!
12m
Bonus Action
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Traits 6
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Scenting Blood
If the sahuagin sees a wounded creature, it becomes
Blood Frenzied.
Fishfolk Faithful
Chance to apply Bleeding to targets.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Darkness Rules
No game description available.
Divine Smite
No game description available.
Initial conditions and difficulty effects 2
Invigorating Fanaticism
An unshakeable belief in its divine grants this creature Resistance to all physical damage and attacks that possibly
Bleed targets.
Aura of Protection
The paladin and any nearby allies have a +[1] bonus on
Saving Throws.
Saving Throws.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.