Tomb Raider
Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons.
- AC
- 21
- HP
- 75
- Perc
- +13
- Fort
- +10
- Ref
- +15
- Will
- +11
- STR
- +3
- DEX
- +4
- CON
- +1
- INT
- +2
- WIS
- +2
- CHA
- +0
- kukri +15 1d6+9 slashing
- fist +15 1d4+9 bludgeoning
- hand crossbow +15 1d6+6 piercing 60 ft
- AC
- 21
- HP
- 75
- STR
- +3
- DEX
- +4
- CON
- +1
- INT
- +2
- WIS
- +2
- CHA
- +0
Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons. Some tomb raiders seek the riches of bygone eras; others recover pieces of history thought lost to the sands of time.
AC 21
Fort +10
Ref +15
Will +11
HP 75
Speed 25 feet, climb 15 feet
Melee
[Single Action]
kukri +15 (Agile, Trip),
Damage 1d6+9 slashing
Melee
[Single Action]
fist +15 (Agile, Finesse, Nonlethal, Unarmed),
Damage 1d4+9 bludgeoning
Ranged
[Single Action]
hand crossbow +15 (range increment 60 feet, reload 1),
Damage 1d6+6 piercing
Trick Attack [Single Action] The tomb raider chooses one of their weapons. The next attack with that weapon this turn deals an additional 2d6 precision damage.