Dermot Wurder (Tier 3)
Critical Role: Call of the Netherdeep p. 193
- Size
- Small
- Type
- humanoid (cleric, goblin, goblinoid)
- Alignment
- lawful good
- AC
- 20 (plate, shield)
- Hit Points
- 93 (17d6+34)
- Speed
- walk 30 ft., swim 30 ft. (mariner's armor)
- Saving Throws
- Wis +8, Cha +3
- Skills
- Medicine +8, Religion +3, Survival +8
- Senses
- darkvision 60 ft.
- Passive Perception
- 15
- Languages
- Common, Goblin, Orc
- Challenge
- 8
Traits
Proficiency Bonus
+3
Special Equipment
Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.
Actions
Multiattack
Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.
Ruidium Warhammer
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage.
Searing Wrath
Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.
Spellcasting
Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
- At will: guidance, light, spare the dying
- 2/day each: bless (at 3rd level), cure wounds (at 3rd level)
- 1/day: revivify
Spells
guidance, light, spare the dying, bless, cure wounds, revivify
Other data
description
Dermot Wurder is a goblin priest who worships the Luxon, a divine entity of light and rebirth.
When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes- doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs. Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about. Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need-one even he doesn't know he has-is to make a friend who will help him realize what he wants for himself.