Seawind Tinsy Ralpp
- Hit points · HP
- 54
- Armour class · AC
- 14
- Level
- —
- Strength
- 12+1
- Dexterity
- 16+3
- Constitution
- 12+1
- Intelligence
- 16+3
- Wisdom
- 15+2
- Charisma
- 12+1
Attacks and skills 5
Ice Knife
Level 1 spell
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
18m
ActionLevel 1 spell slot
Possible damage types
Piercing
Cold
Ray of Frost
cantrip
Reduces the target's
movement speed by 3m.
movement speed by 3m.
18m
Action
Possible damage types
Cold
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Entangle
Level 1 spell
Create a vine surface, slowing down creatures, possibly
Entangling them.
18m
ActionLevel 1 spell slot
concentration
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.
Riposte
When a hostile creature misses you with a melee attack, expend a superiority die to retaliate with a powerful strike that deals an additional [1] damage.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Darkness Rules
No game description available.
1 internal effects have no display name.
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.