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Sherrill
Sherrill is a Dark Breaker of Umberlee, found in Act Three.
Involvement[edit | edit source]
Sherrill is participating in the funeral of 
Combat[edit | edit source]
Attacks and abilities[edit | edit source]
-
Chromatic Orb: Cold (
+
)
- Damage: 2~16
Hurl a sphere of energy that deals 2d8

-
Conjure Elemental: Water Elemental (
+
)
-
The water elemental can use
Winter's Breath,
Slam, and can mete out cold punishment upon foes with its fists.
-
Disarming Strike (
) –
Trident
- Damage: 5~13
Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.
STR Save
Range: Normal weapon range
Recharge: Short rest
-
Ice Knife (
+
)
- Damage: 3~22
-
Main Hand Attack (
) –
Trident
- Damage: 4~9
Make a melee attack with your equipped weapon.
-
Piercing Strike (
) –
Trident
- Damage: 4~9
Stab an enemy and possibly inflict 
Undead and Constructs can't receive Gaping Wounds.
CON Save
Range: Normal weapon range
Recharge: Short rest
-
Rush Attack (
) –
Trident
- Damage: 4~7
Charge forward and attack the first enemy in your way, possibly pushing them 
STR Save
Range: 9 m / 30 ft
Recharge: Short rest
-
Thunderwave (
+
)
- Damage: 2~16
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing 
Loot[edit | edit source]
Helmet
Scale Mail
Trident
- At least some of (intermittent):
External links[edit | edit source]























