Armor Class
13
Natural Armor
Hit Points
88
(12d12 + 16)
Speed
30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
9
(-1)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
STR +5, DEX +4, CON +4
Damage Vulnerabilities
Fire
Damage Resistances
Cold, Psychic
Condition Immunities
Charmed, Exhaustion
Senses
Passive Perception 14
Languages
None
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Leap 3/Day. The Caveman can leap 15FT in the air and 15FT in any direction. If lands on a target the target must make a DC-13 Str/Dex saving throw or be knocked prone.
Actions
Multi-Attack. Caveman can attack twice with its club or slingshot.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) [bludgeoning] damage.
Slingshot. RangedWeapon Attack: +5 to hit, range 60/100 ft., one target. Hit: 7 (1d10 + 2) [bludgeoning] damage.
Description
Wild eyed and ungroomed human. Carrying large club covered in dried blood. Looks on edge wary of anything or anyone approaching.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/1/2022 8:35:56 AM
|
4
|
1
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Coming Soon
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