Medium humanoid, chaotic good
- Armor Class
- 15 (+1 leather armor)
- Hit Points
- 60 (8d8 + 24)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Dex +5, Int +2
- Skills
- Stealth +7, Acrobatics +7, Sleight of hand +7
- Senses
- passive Perception 9
- Languages
- Common
Traits
When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not incapacitated.
Molliver wears +1 leather armor and boots of levitation.
Actions
Molliver makes two Dagger or Shortsword attacks, or one of each.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.
While wearing boots of levitation, Molliver casts levitate (self only).
Reactions
Molliver halves the damage they take from an attack made against them, provided they can see the attacker.