Jord
- Hit points · HP
- 96
- Armour class · AC
- 12
- Level
- 11
- Strength
- 20+5
- Dexterity
- 12+1
- Constitution
- 18+4
- Intelligence
- 9-1
- Wisdom
- 12+1
- Charisma
- 8-1
Attacks and skills 10
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Poison Spray
cantrip
Project a puff of noxious gas.
3m
Constitution saving throw
Action
Possible damage types
Poison
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Flame Blade
Level 2 spell
Conjure a flaming scimitar in your hand that deals 5d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius.
Bonus ActionLevel 6 spell slot
Wild Shape: Fire Myrmidon
Take the shape of a fire myrmidon.
Bonus ActionWild Shape Charge 2
Hold Person
Level 2 spell
18m
Wisdom saving throw
ActionLevel 2 spell slot
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Flourish
Possibly throw your enemy
Off Balance.
Bonus Action
Possible damage types
Bludgeoning
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
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.
Nature's Ward
You can't be
Charmed or
Frightened by elementals and fey. Disease and poison also no longer affect you.
Primal Strike
While in beast form, your attacks count as magical for the purpose of overcoming Resistance and
Immunity to non-magical damage.
Immunity to non-magical damage.Wild Strike
You can make an additional
attack after making an Unarmed Strike while in Wild Shape.
attack after making an Unarmed Strike while in Wild Shape.Improved Wild Strike
You can make 2 additional
attack after making an Unarmed Strike while in Wild Shape.
attack after making an Unarmed Strike while in Wild Shape.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.