Durtik
A glib gremlin schemer talks a foe in circles until their confusion opens a gap for a precise, extra-vicious blade strike.
Durtik is a quick-tongued schemer who talks circles around their foes before a blade finds the gap a confused mind leaves open.
Primal Innate Spells DC 17, attack +9
- Cantrips (1st) Live Wire
Sneak Attack The durtik's Strikes deal an extra 1d6 precision damage to off-guard creatures.
Highly Confusing Scheme [Single Action] (auditory, concentrate, linguistic, mental) The durtik provides so much detail about their confusing scheme that it overwhelms their target.
Level 3
Perception +9 · Senses darkvision · Languages Common, Sakvroth · Skills Acrobatics +9, Crafting +10, Deception +7, Engineering Lore +10, Intimidation +7, Thievery +9
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +4 | +1 | +5 | -1 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 18 | +6 | +9 | +12 |
HP 42 · Weaknesses cold iron 3
Speed 30
Actions
- Melee Shortsword [Single Action] +12 (Agile, finesse, versatile S), Damage 1d6+5 piercing
- Melee Fist [Single Action] +12 (Agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoning
- Melee Shortbow [Single Action] +12 (range 60 ft, deadly d10, reload 0), Damage 1d6+3 piercing