Doprillu
Level 14Attacks
Abilities
Trigger The doprillu is the target of a physical ranged attack
Requirements The doprillu is aware of the attack, isn't Off-Guard against it, and has a hand free
Effect The doprillu gains a +4 circumstance bonus to its AC against the triggering attack.
A doprillu's unique wooden mask is the source of its power.
A doprillu deprived of its mask loses its regeneration and its immunity to Enfeebled and Slowed, and it immediately becomes Enfeebled 1. The Enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of Enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the Enfeebled condition.
A creature can pull off the mask with a successful Athletics check to [[/act fo
Fiery magma runs through the doprillu's veins. A creature that starts its turn Grabbed by the doprillu takes 7d6 fire damage.
Requirements The doprillu has a creature Grabbed
Effect The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait.
The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents.