Showing0entries
Sorted A-Z
Monsters

Jervis Stoot

AC 28

uniqueGhostIncorporealSpiritUndead
Lvl 11GhostIncorporealSpiritUndeadUnique
AC
28
HP
150
Perc
+21
Fort
+18
Ref
+22
Will
+21
STR
-5
DEX
+5
CON
+3
INT
+2
WIS
+4
CHA
+6
Speedfly 25 ft
Actions
  • ghostly hatchet +22 2d6+11 negative
AC
28
HP
150
STR
-5
DEX
+5
CON
+3
INT
+2
WIS
+4
CHA
+6

AC 28

Fort +18

Ref +22

Will +21

HP 150

(negative healing, rejuvenation)

Immunities

blindness, death effects, disease, paralyzed, poison, precision, unconscious, visual effects

Rejuvenation (divine, necromancy) If Jervis is destroyed, he rejuvenates back in the underground chambers below Chopper's Isle and seeks out the carrier of the clockwork songbird's head as long as they remain within 5 miles of Sandpoint. If the architect of his whole doom, the Red Bishop, is slain, Stoot can move on to the afterlife.