Durheim Leader with Lightseer's Gaze

The Griffon's Saddlebag: Book Two p. 354 (Third Party)

Size
Medium
Type
humanoid (any)
Alignment
lawful good
AC
19
Hit Points
150 (20d8+60)
Speed
walk 60 ft.
Saving Throws
Str +5, Dex +8, Con +7, Int +5, Wis +9, Cha +6
Skills
Acrobatics +8, Insight +9, Perception +9, Investigation +5
Immunities
poison
Condition Immunities
poisoned
Senses
all, telepathy 60 ft., blindsight 120 ft. (blind beyond this radius)
Passive Perception
19
Challenge
11
Lineage
Durheim
STR
13
+1
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
20
+5
CHA
15
+2

Traits

Proficiency Bonus

+4

Evasion

If the leader is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, the leader instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Invisibility

As a bonus action, the leader can magically turn invisible until the start of its next turn, or until it makes an attack or casts a spell.

recharge

3/DAY

Spirit Hand

The leader can cast mage hand at will, requiring no verbal or somatic components. The leader can cast this spell and control the hand as a bonus action, and when the leader casts the spell, it can make the hand invisible.

Stunning Strike

When the leader hits a creature with a melee attack, it can force the target to make a DC 17 Constitution saving throw. On a failed save, the target is stunned until the end of the leader's next turn.

recharge

1/TURN

Supernatural Attacks

The leader's weapon attacks are magical, and its Spirit Strike can hit targets on the Ethereal Plane.

Unarmored Defense

While the leader is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Lightseer's Gaze

The leader has advantage on Wisdom (Insight) checks.

Innate Spellcasting

The leader's spellcasting ability is Wisdom (spell save DC 17). The leader can innately cast the following spells, requiring no components:

  • 2/day: spirit guardians
  • 4/day: calm emotions

Actions

Multiattack

The leader makes four attacks.

Spirit Strike

Melee Spell Attack: +9 to hit, reach 30 ft., one target. Hit: 10 (1d10+4) bludgeoning damage.

Unarmed Strike

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.

Reactions

Deflect Missile

When the leader is hit by a ranged weapon attack, it deflects the missile, reducing the damage it takes from the attack by 26 (1d10+21). If the damage is reduced to 0, the leader catches the missile if it's small enough to hold in one hand and the leader has a hand free. It can then make a ranged weapon attack with the caught missile, which has an attack bonus of +8, a normal range of 20 feet, and a long range of 60 feet. On a hit, the target takes 9 (1d10+4) damage of the missile's type.

Phase

When the leader is hit by an attack, it partially slips into the Border Ethereal, reducing the damage it takes from the attack by 16 (2d10+5).

recharge

5/DAY

Spells

Spirit Guardians, Calm Emotions

Other data

description

The lightseer's gaze is a precious and heavily guarded artifact within Durheim Monastery, originally worn by Lightseer Attiskin. He left explicit provision that only in times of dire need should the mantle of Lightseer be taken up. Wearing the lightseer's gaze causes blindness, but the stars and celestial bodies in the heavens are still visible. The mysterious item also rewrites the Lightseer's history, forcing the bearer to select a new name—only the bearer is aware that they ever had a different name.

Durheim Leader: Within the walls and courtyards of Durheim Monastery, the Leader serves as spiritual and secular advisor. In this role, they give lectures and interpretations of Lightseer Attiskin's teachings and philosophies, and ensure that both the living and the dead can walk their respective paths safely.