Adrivallo
Creature 10 (unique) — fey
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDfey
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +16; low-light-vision
Languages common, fey
Skills athletics +16, Circus Lore +16, deception +21, diplomacy +21, intimidation +19, nature +16, performance +21, stealth +19, thievery +16
Str
+3
Dex
+5
Con
+1
Int
+1
Wis
+2
Cha
+7
Items Dagger, Musical Instrument (Panpipes), Sylvan Wineskin, Keys
AC 28
Fort +18
Ref +17
Will +14
HP 210
Weaknesses cold-iron 10
Speed 35 feet
Offense
Melee Dagger (agile, finesse, versatile-s) +23, Damage 1d4+11 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +23, Damage 1d4+11 piercing
Abilities
Sylvan Wine (mental, primal) — Adrivallo's wineskin magically enchants any alcohol inside.
With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
Nimble Dodge —
Fleet Performer — When Adrivallo Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
Play the Pipes (auditory, primal) — A creature that succeeds at its Will save against any spell cast using this ability is then temporarily immune to spells played from Adrivallo's pipes for 1 minute.
Satyrs are immune to this music.
Satyrs are immune to this music.
Primal Innate Spells DC 29, attack +21
4th Suggestion
1st Charm, Fear, Sleep
Cantrips (4th) Dirge of Doom, Triple Time, Dancing Lights, Ghost Sound, Inspire Competence, Inspire Courage
WORKS WELL WITH
AnvilLANDAnvil locks targets in place so area control spells land reliably without risking allied engagement.
CrasherLANDCrasher pressures saves and drains reactions so debuff spells find softened targets.
SnareLANDSnare constrains movement into kill zones the spells can exploit for maximum coverage.
PUNISHES
✖ low Will✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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