Lump the Enlightened
- Hit points · HP
- 67
- Armour class · AC
- 13
- Level
- 4
- Strength
- 19+4
- Dexterity
- 12+1
- Constitution
- 16+3
- Intelligence
- 17+3
- Wisdom
- 7-2
- Charisma
- 7-2
Attacks and skills 8
Melf's Acid Arrow
Level 2 spell
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
18m
ActionLevel 2 spell slot
Possible damage types
Acid
Fire Bolt
cantrip
Hurl a mote of fire.
18m
Action
Possible damage types
Fire
Throw Javelin
Throw a Javelin at your foe.
18m
Action
Possible damage types
Piercing
Blur
Level 2 spell
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
ActionLevel 2 spell slot
concentration
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Slam
Hit a target, push it back 2m, and possibly knock it
Prone.
1.5m
Action
Possible damage types
Bludgeoning
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Ogre's Mark
Damage is increased by 1d6.
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.