Alchemist Argram
- Hit points · HP
- 44
- Armour class · AC
- 12
- Level
- 5
- Strength
- 10+0
- Dexterity
- 12+1
- Constitution
- 12+1
- Intelligence
- 16+3
- Wisdom
- 12+1
- Charisma
- 10+0
Attacks and skills 7
Fire Bolt
cantrip
Hurl a mote of fire.
18m
Action
Possible damage types
Fire
Invisibility
Become Invisible.
Action
concentration
Maiming Strike
Possibly
Maims your target. They can't move.
Action
Weakening Strike
This non-lethal attack possibly inflicts
Weak Grip, hindering the target's attacks.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Misty Step
Level 2 spell
Surrounded by silver mist, you teleport to an unoccupied space you can see.
18m
Bonus ActionLevel 2 spell slot
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Traits 6
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Duergar Resilience
You have
Advantage on
Saving Throws against illusions and against being Charmed or Paralysed.
Advantage on
Saving Throws against illusions and against being Charmed or Paralysed.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.Sunlight Sensitivity
While in sunlight, this creature has
Disadvantage on
Attack Rolls and Perception
Checks that rely on sight.
Disadvantage on
Attack Rolls and Perception
Checks that rely on sight.Superior Darkvision
You can see in the dark up to 24m.
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.