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Polma guards the Priestess' chambers in the Goblin Camp during Act One.

Involvement edit

Act One edit

Polma guards Priestess Gut'sPriestess Gut's chambers in the Defiled Temple. Convincing Polma to allow the party safe passage through the room requires a DC 22 Ability check DC 22 Ability check of either Persuasion, Intimidation, or Deception.

It is possible for the party to avoid combat by sneaking behind Polma during her patrols or using the rocky crevice shortcut found in the storeroom guarded by ErnaErna and YerleYerle.

If the player character is captured by Gut, forced to sleepsleep, and fails to break free once captured, KorrillaKorrilla rescues the party and kills both Gut and Polma.

Even if the whole Goblin Camp turns hostile, Polma remains non-hostile so long as the above ability check is passed.

Combat edit

Attacks and abilities edit

Main Hand AttackMain Hand Attack (Action)   –  Gnarled Tree Branch
Damage: 7~21
2d8 + 5BludgeoningBludgeoning

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
SlamSlam (Action)
Damage: 7~21
2d8 + 5BludgeoningBludgeoning

Hit a target and possibly knock it Prone Prone.

DEX SaveDEX Save
Range: 3 m / 10 ft Range: 3 m / 10 ft
Throw StoneThrow Stone (Action)
Damage: 7~17
2d6 + 5BludgeoningBludgeoning

Throws a sharp stone at a foe.

Range: 18 m / 60 ft Range: 18 m / 60 ft
Polma's WrathPolma's Wrath
Increase Strength by 4, while Armour Class is reduced by 2.
Recharge: Long rest Recharge: Long rest

Loot edit

External links edit