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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.