Meztli
- Hit points · HP
- 88
- Armour class · AC
- 16
- Level
- 11
- Strength
- 12+1
- Dexterity
- 18+4
- Constitution
- 16+3
- Intelligence
- 11+0
- Wisdom
- 13+1
- Charisma
- 16+3
Attacks and skills 14
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
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Disengage
Retreat safely: moving won't provoke Opportunity Attacks.
Action
Cunning Action: Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Bonus Action
Cunning Action: Disengage
Retreat safely: moving won't provoke Opportunity Attacks.
Bonus Action
Dip
Dip a weapon into a surface to alter the surface or enhance the weapon. If you are dual-wielding, you dip both weapons.
3m
Bonus 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
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
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Sneak Attack (Melee)
Deal extra damage to a foe you have
Advantage against.
Advantage against.
ActionSneak Attack Charge
Dimension Door
Level 4 spell
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
2m
Action
Throw
Throw a character or item from the world or your inventory.
Bonus Action
Possible damage types
Bludgeoning
Acid
Cold
Fire
Lightning
Thunder
Traits 13
Stealthy
Gain a +1 bonus to Stealth
Checks.
Checks.Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Assassinate: Initiative
You are deadliest against unprepared enemies. In combat, you have
Advantage on
Attack Rolls against creatures that haven't taken a turn yet.
Advantage on
Attack Rolls against creatures that haven't taken a turn yet.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.Evasion
Your agility lets you dodge out of the way of certain spells.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.Nimble Alchemist
A potions master, Dolor can throw or drink potions as a free action.
Dolor Amarus
When you land a Critical Hit with a weapon or unarmed attack, it deals an additional 7 damage.
Reliable Talent
When you make an
Ability Check with a Skill you are
Proficient with, the lowest result you can roll on the die is 10.
Ability Check with a Skill you are
Proficient with, the lowest result you can roll on the die is 10.Resilient: Wisdom
Increase your
Wisdom by 1 and gain
Proficiency in Wisdom
Saving Throws.
Wisdom by 1 and gain
Proficiency in Wisdom
Saving Throws.Uncanny Dodge
Use your lightning-quick reflexes to protect yourself. When an attack hits you, you only take half the usual 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.