Druulbach
Creature 12 (unique) — amphibious, giant, humanoid, water
CrasherSnareLANDAQUATICgiantwater
Source: wardens-of-wildwood-bestiary
Perception +25; low-light-vision
Languages aklo, common, jotun, thalassic
Skills acrobatics +22, athletics +25, intimidation +22, nature +23, religion +23
Str
+7
Dex
+4
Con
+5
Int
+1
Wis
+5
Cha
+0
Items Sickle (2), Leather Armor, Gorget of the Primal Roar
AC 32
Fort +25
Ref +20
Will +23
HP 230
Resistances poison 10
Speed 35 feet, swim 20 feet
Offense
Melee Sickle (agile, finesse, magical, reach-10, trip) +26, Damage 1d10 poison plus 2d4+13 slashing
Melee Fist (agile, reach-10, unarmed) +26, Damage 2d10+13 bludgeoning
Ranged Spit (primal, water) +26, range 60 feet, Damage 8d6 bludgeoning
Abilities
Balanced Blades — Druulbach's multiple attack penalty with agile weapons and agile unarmed attacks is –3 for his second attack and –6 for subsequent attacks (rather than –4 and –8).
Drowning Hook (primal, water) —
Flurry of Hooks —
Serrated Takedown —
Occult Innate Spells DC 29, attack +21
5th Mariner's Curse
2nd Augury, Mist
WORKS WELL WITH
SnareLAND / AQUATICTripped or grappled targets are off-guard and stationary, letting the reduced-MAP flurry chain land multiple reach Strikes.
ShadeLAND / AQUATICFlanking creates off-guard conditions that stack with the agile reduced-MAP attack routine for maximum hits per turn.
AnvilLAND / AQUATICA durable partner occupies enemy attention while reach weapons allow safe Strikes from behind the front line.
PUNISHES
✖ clumping✖ low Fort
Works well with · Punishes · Pairing advice
Unlock with Tactics
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