Alchemist Argram
STR
DEX
CON
INT
WIS
CHA
10 (0)
12 (+1)
12 (+1)
16 (+3)
12 (+1)
10 (0)
STR
DEX
CON
INT
WIS
CHA
0
+1
+1
+6
+4
0
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
Automatically attack an enemy moving out of your 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
10 (0)
12 (+1)
12 (+1)
16 (+3)
12 (+1)
10 (0)
STR
DEX
CON
INT
WIS
CHA
0
+1
+1
+8
+6
0
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
Automatically attack an enemy moving out of your 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
10 (0)
12 (+1)
12 (+1)
16 (+3)
12 (+1)
10 (0)
STR
DEX
CON
INT
WIS
CHA
0
+1
+1
+6
+4
0
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
Automatically attack an enemy moving out of your reach.
Has disadvantage on attack rolls and Perception checks while in sunlight.
Can see in the dark up to 24 m / 80 ft.
Alchemist Argram is a
Duergar alchemist who is a part of
Corsair Greymon's crew in the
Underdark .
Involvement
Act One
After boarding the boat from the Underdark beach, a boat captained by Corsair Greymon will sail up alongside the party's boat. Greymon will come aboard, and the player character will have to pass a check to convince him to let them through to Grymforge . If the party is unable to pass the check, or they choose violence, Greymon will attack and Argram will join the battle.
Combat
Attacks and abilities
Allies
Notable loot
External links
Characters
Locations Quests