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Stimk
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Stimk | |||||||
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Stats | |||||||
Level 3 | |||||||
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Race | Bugbear | ||||||
Type | Humanoid | ||||||
HP | 27 | ||||||
AC | 14 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 110kg | ||||||
Initiative | +2 | ||||||
Passive features | |||||||
Character information | |||||||
Location | Goblin Camp. | ||||||
Faction | Cult of the Absolute | ||||||
Experience on kill | 20 | ||||||
3D Model | |||||||
Stimk is a Bugbear in the Goblin Camp in Act One. He is located on the secluded northern edge of the camp with other Goblins who have fallen asleep from drunkenness.
Act One
If you land near him with a Jump, he will wake up hung over. If you are a Drow he will complain before going back to sleep. Otherwise, you can attempt varying skill checks to avoid a fight:
- DC 15 Intimidation check. "Sleep is for the weak. I could have killed you where you lay."
- DC 15 Deception check. "Huh? I was sleeping with the rest of you. No idea who made that racket."
- DC 7 Persuasion check. Sorry - I thought you might need fresh drinks." Will force a trade to happen with Stimk, who wants a drink. Giving him a alcoholic drink such as a Ithbank will do.
Despite his threats to kill you if woken again, no amount of disturbances will wake him up. Failing any of the checks or not giving him a proper drink will lead to a fight with his group.
If the cracked wall leading into the Shattered Sanctum is attacked, it will wake up Stimk and the others who will attack in anger.
Conditions
- Has Disadvantage on Dexterity and Charisma Checks.
Sources of Drunk
No results
Attacks and Abilities
Main Hand Attack - Morningstar
ActionAttack roll: +4 1d8 + 2 (3~10) Piercing
1d8 (1~8) Physical
Throw - Javelin
ActionAttack roll: +4 1d6 + 2 (3~8) Piercing
Range: 18 m / 60 ft