Race |
M Kobold Druid 7 | HP (69/82) | AC 25 | F +13, R +13, W +15 | Perception +15 | Poison Resistance 3 | (HP 1/3) |
Classes/Levels |
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About Zarke
2007 Zaarke
Male Green Dragonscaled Kobold, Lastwall Survivor, Animal Druid 7
LN S Kobold
Senses Perception + 15 (Wis 4 + Prof 11 (E))
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Defense
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AC 25 +1 Hide +4 + Dex 2(2) + Prof 9 (T)
HP 82
Fort +13(E), Ref +13(E), Will +15(E)
Poison Resistance 3
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Offense
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Melee
. . . +14 Striking Maul +1 2d12+4 B (Shove)
. .
Spell
. . . +15 / DC 25
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 18, Cha 8
Speed 25 ft.
Ancestry Feats & Abilities Cringe ®(-7 damage on a crit), Kobold Breath (15ft cone 4d4 Poison Basic Fort 25)
Skill Feats: Battle Medicine, Continual Recovery, Ward Medic, Robust Recovery
General Feats: Shield Block, Toughness, Breath Control
Class Features & Abilities Wild Empathy, Animal Companion, Mature Animal, Fighter Dedication, Attack of Opportunity
Skills:: Acrobatics +11(T), Athletics +13(T), Arcana +12(T), Medicine +18(M), Nature +15(E), Lore(Dragons) +10(T), Lore(Undead) +10(T) (T), Stealth +11(T), Survival +12(T)(+1 to Track)
Languages Common, Draconic, Druidic, Mwangi
Bulk (8/9/14) +1 Striking Maul, Healer’s Gloves, Tracker’s Goggles, Adventurer’s Pack, Healer’s Tools, Scroll of Faerie Fire, Scroll of Restoration, Hide Armor, 3 silver
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Special Abilities
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Focus: 2 (Heal Animal) 4d8 / +32
0: Acid Splash, Disrupt Undead, Electric Arc, Guidance, Ray of Frost
1: Fear, Goblin Pox, Feather Fall
2: Heal, Glitter Dust, Restoration
3: Fear, Slow, Lightning Bolt
4: Fire Shield, Vital Beacon
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T’gon’l
Mature Monitor Lizard
Size Large
Perception +13(E)
Melee Single Action jaws, +13 Damage 2d8+4 piercing
Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
Hit Points 62
AC 22 (Trained 6+2 + Dex 3)
Fort +14(E), Ref +14(E), Will +13(E)
Skills: Acrobatics +12(T), Athletics +13(T), Intimidation +10(T), Stealth +12(T) Survival +13(E)
Senses low-light vision, scent (imprecise) 30 feet
Speed 30 feet
Special mount
Support Benefit The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.