Averill Quint (3-4)
Level 4Attacks
Abilities
Averill devours his raw fish and regains 3d6 healing Hit Points.
Requirement A grabbed, paralyzed, restrained, or unconscious creature is within Averill's reach
Effect Averill whispers into the creature's ears, compelling them to join him. The creature is unable to attack Averill Quint for the duration, unless Averill uses a hostile action against them, and any undead Pathfinder can treat the creature as an ally for purposes of flanking. The creature must attempt a DC 21 will save
Critical Success The creature is temporarily immune for 1 minute.
10 feet. DC 18 fortitude
Averill swims up to half his Speed. This movement doesn't trigger reactions.
Frequency once per round;
Effect Averill orders an ally to attack or to get in position. The ally can immediately Strike or move up to half its swim Speed. If it moves, the movement does not trigger reactions.