Medium Humanoid (Human), Neutral
AC 12    Initiative +1 (11)
HP 42 (5d8 + 20)
Speed 30 ft.
Mod Save
STR 16 +3 +10
DEX 12 +1 +1
CON 16 +3 +10
Mod Save
INT 8 -1 -1
WIS 10 +0 +0
CHA 11 +0 +0
Skills Athletics +5, Intimidation +3, Performance +6
Gear Drums, Improvised Drum Shield
Senses Passive Perception 8
Languages Common
CR 1 (XP 200; PB +2)
Traits

Brawler’s Momentum.
When Dervin hits a creature with his Drum Bash, he can immediately move up to 10 feet without provoking opportunity attacks.

Thunder Stomp (1/Turn).
If Dervin moves at least 10 feet straight toward a creature and then hits it with Drum Bash, the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Drum Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage.
If the target is surprised or stunned, it must make a DC 13 Constitution saving throw or be deafened for 1 minute.

Thundering Beat (Recharge 4–6).
Dervin slams his war drum in a booming pulse. All hostile creatures within 10 feet must make a DC 14 Wisdom saving throw, or be frightened until the end of their next turn. On a success, they are immune to this effect for 24 hours.

Psyycho94

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