Hurk
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
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
You can make an additional free attack after making an unarmed or weapon attack.
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
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
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
You can make an additional free attack after making an unarmed or weapon attack.
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
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
Advantage on Saving Throws against being Poisoned and resistance to Poison damage.
You can make an additional free attack after making an unarmed or weapon attack.
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.
Hurk is a
Duergar ranger who is a part of
Corsair Greymon's crew in the
Underdark .
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 the party through to Grymforge . If the party is unable to pass the check, or they choose violence, Greymon will attack and Hurk will join the battle.
Characters
Locations Quests