Durheim Leader with Lightseer's Gaze
The Griffon's Saddlebag: Book Two p. 354 (Third Party)
- Tamaño
- Mediano
- Tipo
- humanoid (any)
- Alineamiento
- legal bueno
- CA
- 19
- Puntos de golpe
- 150 (20d8+60)
- Velocidad
- walk 60 ft.
- Salvaciones
- Str +5, Dex +8, Con +7, Int +5, Wis +9, Cha +6
- Habilidades
- Acrobatics +8, Insight +9, Perception +9, Investigation +5
- Inmunidades
- poison
- Inmunidad a estados
- poisoned
- Sentidos
- all, telepathy 60 ft., blindsight 120 ft. (blind beyond this radius)
- Percepción pasiva
- 19
- Desafío
- 11
- Linaje
- Durheim
Rasgos
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
Acciones
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.
Reacciones
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
Conjuros
Spirit Guardians, Calm Emotions
Otros datos
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.