Jerris
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
10 (0)
12 (+1)
12 (+1)
STR
DEX
CON
INT
WIS
CHA
+4
+5
+1
0
+1
+1
Athletics
Acrobatics
Perception
1
2
1
Can make an additional attack after an unarmed or weapon attack.
Attack an enemy moving out of reach.
Has disadvantage on attack rolls and Perception checks while in sunlight.
Can see in the dark up to 24 m (80 ft).
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
10 (0)
12 (+1)
12 (+1)
STR
DEX
CON
INT
WIS
CHA
+6
+7
+1
0
+1
+1
Athletics
Acrobatics
Perception
1
2
1
Can make an additional attack after an unarmed or weapon attack.
Attack an enemy moving out of reach.
Has disadvantage on attack rolls and Perception checks while in sunlight.
Can see in the dark up to 24 m (80 ft).
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
12 (+1)
10 (0)
12 (+1)
12 (+1)
STR
DEX
CON
INT
WIS
CHA
+4
+5
+1
0
+1
+1
Athletics
Acrobatics
Perception
1
2
1
Can make an additional attack after an unarmed or weapon attack.
Attack an enemy moving out of reach.
Has disadvantage on attack rolls and Perception checks while in sunlight.
Can see in the dark up to 24 m (80 ft).
Jerris is a duergar ranger who is a part of
Corsair Greymon's crew in the
Underdark during
Act One .
“
One wrong move, and you're goin' in the lake.
„
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 must pass a check to convince him to let the party through to Grymforge . If they fail the check, or choose violence, Greymon attacks and Jerris joins the battle on his side.
Characters
Locations Quests