CREATURE 4
Perception +12; darkvision
Skills Athletics +12 (+14 to Shove), Crafting +8, Intimidation +9, Society +8, Survival +10
Str +4 Dex +1 Con +3 Int +0 Wis +2 Cha +1
Items half plate, javelin (6), maul
AC 21; Fort +13, Ref +9, Will +10
HP 60
Attack of Opportunity If a creature Drabrim can reach with a melee attack makes a ranged attack, uses an action with the manipulate or move trait, or leaves a square on its turn, Drabrim can use his reaction to make a melee Strike against that creature. If his attack is a critical hit and the foe was using an action with the manipulate trait, their action doesn't have any effect.
Speed 20 feet
Melee maul +14 (shove), Damage 1d12 + 8 bludgeoning
Ranged javelin +11 (thrown 30 feet), Damage 1d6 + 8 piercing
Brutish Shove If Drabrim has already attacked this turn and is holding a two-handed melee weapon, he can make a Strike with his two-handed melee weapon. If he hits a target that's Medium or smaller, he can push it back 5 feet, or 10 feet if his Strike was a critical hit. Drabrim can move to follow the target. Whether he hits or misses, the target is flat-footed until the end of his current turn unless he critically fails.
Powerful Shove When a creature Drabrim Shoves has to stop moving because it would hit an object, it takes 4 bludgeoning damage.
Unburdened Iron Drabrim ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell).
TiO, page 33.
Open Drabrim Zoduvian in the interactive creatures list or browse all creatures starting with D.