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Alchemist Argram is a duergar alchemist who is a part of Greymon Corsair Greymon's crew in the Underdark during Act One.

You tryin' to tip us over? Stop moving, idiot.
Argram, on a raft


Involvement edit

Act One edit

After boarding the boat from the Underdark beach, a boat captained by Corsair Greymon sails up alongside the party's boat. Greymon comes aboard, and the player character has to pass a check to convince him to let the party through to Grymforge. If failing the check, or choosing violence, Greymon attacks and Argram joins the battle on his side.

Combat edit

Attacks and abilities edit

Fire Bolt Fire Bolt (Action)
Damage: 1~10
1d10FireFire

Hurl a mote of fire.

 Range: 18 m / 60 ft
Duergar Invisibility Duergar Invisibility (Action)
Become Invisible.
 Range: Self
Recharge: Per combat
Maiming Strike Maiming Strike (Action)   –  War Pick
Damage: 2~5
1d4 + 1WeaponWeapon

Possibly Maims Maims your target. They can't move.

Flying creatures can't be Maimed.

CON Save
 Melee: 1.5 m / 5 ft
Recharge: Short rest
Main Hand Attack Main Hand Attack (Action)   –  War Pick
Damage: 1~8

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Misty Step Misty Step (Bonus Action + Level 2 Spell Slot)
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Piercing Strike Piercing Strike (Action)   –  War Pick
Damage: 1~8

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Weakening Strike Weakening Strike (Action)   –  War Pick
Damage: 2~5
1d4 + 1WeaponWeapon

Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip.

Creatures without weapons can't have Weak Grip.

STR Save
 Range: Normal weapon range
Recharge: Short rest

Allies edit

Loot edit

External links edit