Daarkh Ghust
Mental characteristics
Employment
Witch
Curse PartonSocial
Contacts & Relations
Xoob'at- Daarkh's Bat Familiar Phase Familiar
Daarkh Ghust
Items Club
- Perception +11 ; Darkvision Light Blindness
- Languages Aklo, Undercommon /li]
- Skills Acrobatics +10 , Athletics +11 ( +13 Climbing), Crafting +11 (Repair only), Occultism +13 , Stealth +11
- Str +3 , Dex +3 , Con +1 , Int +5 , Wis +3 , Cha +0
- AC 21; Fort +9 , Ref +11 , Will +11 ; +2 status to all saves vs. disease and poison
- HP 58
- Speed 30 feet, climb 20 feet
Melee club +11 +6 / +1 , Damage bludgeoning
jaws +11 +7 / +3 (Agile ), Damage piercing
Ranged club +11 +6 / +1 , (range increment 10 feet) Damage bludgeoning
Occult Innate Spells DC 21, attack +13 ; 2nd Mirror Image, Phantom Pain, Telekinetic Maneuver; 1st Bane, Grim Tendrils, Ray of Enfeeblement; Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile
Focus Spells Phase Familiar, Needle of Vengeance Occult Attack The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock cultist can Cast a Spell that normally takes two actions or fewer to cast.
Sneak Attack The morlock deals an extra precision damage to flat-footed creatures.
Alignment
Black , Red
Current Location
Ethnicity
Children
Belief/Deity
Aligned Organization
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