Molliver
The Wild Beyond the Witchlight p. 226
- Size
- Medium
- Type
- humanoid (human)
- Alignment
- chaotic good
- AC
- 15 (+1 leather armor)
- Hit Points
- 60 (8d8+24)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +5, Int +2
- Skills
- Acrobatics +7, Sleight of Hand +7, Stealth +7
- Passive Perception
- 9
- Languages
- Common
- Challenge
- 3
Traits
Proficiency Bonus
+2
Evasion
When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not incapacitated.
Special Equipment
Molliver wears +1 leather armor and boots of levitation.
Actions
Multiattack
Molliver makes two Dagger or Shortsword attacks, or one of each.
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.
Levitate
While wearing boots of levitation, Molliver casts levitate (self only).
Reactions
Uncanny Dodge
Molliver halves the damage they take from an attack made against them, provided they can see the attacker.
Spells
levitate