Glide. If it isn’t incapacitated or wearing heavy armor, Archibald can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.
Expertise. Archibald is an expert in investigation and history. His proficiency bonus is doubled whenever using either of these skills (included in stat-block).
Coordinated Strike. Archibald is adept at fighting in concert with a companion. When he uses his Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from him, and Archibald can deal an extra 2d6 damage to it the next time he hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Evasion. Because of extraordinary good luck, Archibald is skilled at avoiding danger. When Archibald is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. Archibald doesn’t benefit from this feature while incapacitated.
Weapon/Armor Proficiencies. Archibald is proficient with light armor, simple weapons, cartographer's tools and painter's supplies.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Safe Descent. When it would take damage from a fall, Archibald extends its skin membranes to reduce the fall’s damage to 0, provided he isn’t wearing heavy armor.
Description
Archibald is a well-mannered and polite Hadozee shipmate who is capable at many tasks. Much about his past is unknown.
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