Manip Cragbender
- Hit points · HP
- 31
- Armour class · AC
- 19
- Level
- 10
- Strength
- 20+5
- Dexterity
- 15+2
- Constitution
- 17+3
- Intelligence
- 10+0
- Wisdom
- 12+1
- Charisma
- 8-1
Attacks and skills 5
Action Surge
Immediately gain an extra
action to use this turn.
action to use this turn.Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
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
Menacing Attack (Melee)
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Action
Traits 6
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.Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Protection
When you have a shield, impose
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.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.