Us
- Hit points · HP
- 21
- Armour class · AC
- 12
- Level
- 1
- Strength
- 6-2
- Dexterity
- 14+2
- Constitution
- 13+1
- Intelligence
- 12+1
- Wisdom
- 11+0
- Charisma
- 10+0
Attacks and skills 7
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
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
Synaptic Discharge
Expel a wave of telepathic energy.
18m
Action
Possible damage types
Psychic
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Disengage
Retreat safely: moving won't provoke Opportunity Attacks.
Action
Hide
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Action
Claws
Lash out with deadly claws.
1.5m
Action
Possible damage types
Slashing
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Blindsight
This creature can perceive its surroundings without relying on sight.
Darkvision
You can see in the dark up to 12m.
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.