19 (chain mail, shield, defense)
97 (13d8+39)
walk 25 ft.
Strength +6, Constitution +6
Athletics +6, Perception +5
poison
darkvision 60 ft.
Common, Dwarvish
8
Captain Ick Forge-n-hammer can take one additional action on top of his regular action and a possible bonus action.
Captain Ick Forge-n-hammer can designate a 10 square foot area. If he stays in this area for 10 minutes, he gains advantage on Wisdom (Perception) skill checks made to notice creatures.
Captain Ick Forge-n-hammer can use his combat training to coordinate his attacks with his allies. Once per turn, Captain Ick Forge-n-hammer gains advantage on his first melee attack roll against a creature if at least one of his allies is within 5 ft. of the creature and the ally isn't incapacitated.
Captain Ick Forge-n-hammer can spot the exact moment to release a shot while his ally occupies his target. Once per turn, Captain Ick Forge-n-hammer gains advantage on his first ranged attack roll against a creature if at least one of his allies is within 5 ft. of the creature and the ally isn't Incapacitated.
When Captain Ick Forge-n-hammer wears armor, he gains a +1 bonus to AC.
Captain Ick Forge-n-hammer has advantage on saving throws against poison, and resistance against poison damage.
Captain Ick Forge-n-hammer can reroll a saving throw that he fails. If he does so, he must use the new roll.
Captain Ick Forge-n-hammer can use a bonus action to regain hit points equal to 16 (1d10 + 11).
The bulbous observer makes three melee attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.