Initiative +2 |
Senses Perception +4; low-light vision |
|
AC 21; Fortitude 18, Reflex 16, Will 17 |
Saving Throws +5 against poison effects |
The hammerer makes a melee basic attack against the enemy. |
Until the end of its next turn, the dwarf gains a +2 bonus to all defenses and becomes immune to forced movement (push, pull, and slide) and being knocked prone. |
+10 vs. Fortitude; 1d6 + 4 damage and the target is knocked prone and pushed 1 square. |
Range 5/10; +10 vs. AC; 1d6 + 4 damage. |
+12 vs. AC; 1d10 + 4 damage. |