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Morgrym Leadbuster

Creature 4 (unique) — dwarf, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverLAND

Source: troubles-in-otari-bestiary (Pre-Remaster)

Perception +11; darkvision
Skills athletics +12, crafting +12, Demon Lore +13, diplomacy +13 (+15 against Demons), intimidation +15, religion +16, society +9, survival +12
Str
+3
Dex
+2
Con
+2
Int
+4
Wis
+1
Cha
-1
Items Staff, Spellbook (Advanced Arcanomnemonics), Material Component Pouch, Wand of Fear (Level 1)
AC 19 Fort +11 Ref +9 Will +14
HP 50
Speed 20 feet

Offense

Melee Staff +14, Damage 1d4+2 bludgeoning

Abilities

Necromantic Defense (arcane, concentrate, move) — If Morgrym is targeted by an attack and a lower-level undead creature is adjacent to him, Morgrym and the undead swap places, and the undead becomes the target of the attack.
Arcane Bond (arcane) — Once per day, Morgrym can drain his bonded item's power to choose a spell that he already cast today and cast it again. Recalling this spell is instant, but he still has to spend the actions to cast the spell.
Necromancer — Morgrym deals with the grim powers of life and death and has focused his magic to aid him in this endeavor. He can cast Fear as a school spell.
Arcane Prepared Spells DC 21, attack +13
2nd Acid Arrow, Obscuring Mist, Resist Energy
1st Command, Gust of Wind, Magic Missile
Cantrips (2nd) Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Ray of Frost, Shield

WORKS WELL WITH

AnvilLANDAnvil provides a frontline position and valid swap target for Necromantic Defence while the Weaver controls from safety.
CrasherLANDCrasher capitalises on enemies demoralised by Fear while the Weaver maintains battlefield control.
FlankerLANDFlanker positions to enable Necromantic Defence swaps and flanks targets debuffed by the Weaver.

PUNISHES

✖ focus fire✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure: Troubles in Otari.

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