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Desmond Ular

Relationships

Janica Downbridge

Nemesis (Important)

Towards Desmond Ular

-5
-5

Subversive


Desmond Ular

Nemesis (Important)

Towards Janica Downbridge

-5
-5

Frank


History

Long standing rivals for control of the criminal underbelly of Bridgetown, both Janica and Desmond loathe each other intensely.

Alignment
Lawful Evil
Species
Year of Birth
803 AA 61 Years old
Spouses
Siblings
Children
Eyes
Dark brown
Hair
Balding, grey
Skin Tone/Pigmentation
Pale
Height
6' 3"
Weight
280 lbs

Spellcasting

Charisma is Desmond's ability for Spellcasting; +6 to spell attacks, spell save DC 14

Cast once per day:

Circle of Power, Geas, Locate Creature, Spiritual Weapon, Zone of Truth

Cast thrice per day:

Armor of Agathys, Command, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Hold Person


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Desmond Ular

Medium Human Head of the Bridgetown Guard , Lawful Evil

Armor Class 19
Hit Points 87
Speed 30ft

STR
16 +3
DEX
10 0
CON
16 +3
INT
8 -1
WIS
12 +1
CHA
16 +3

Saving Throws

Strength +3, Constitution +3, Charisma +5

Skills

Strength Athletic +5

Intelligence History +4, Religion +4

Wisdom Medicine +3, Perception +1

Charisma Intimidation +5

Damage Resistances

Necrotic

Condition Immunities

Fear, Exhaustion

Senses

Passive Perception 11

Languages

Common, Goblin, Orc



Description

Desmond is a fierce and violent defender of order. He is willing to destroy anyone, and will hurt even innocent bystanders if it assists his goals.


Charisma is Desmond's ability for Spellcasting; +6 to spell attacks, spell save DC 14


Dual Wielder: Desmond gains a +1 bonus to AC while wielding a separate melee weapon in each hand. He can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. He can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.

War Caster: Desmond has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. He can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from him, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Divine Sense: Desmond can sense the presence of good or evil entities within 60 ft. of him provided they are not behind total cover.

Tempus' Hands: Desmond can utilize the battle fervor of Tempus to heal himself for 40 points of health once a day.

Divine Health: Desmond is immune to the effects of most diseases.

Favor of Tempus

Aura of Conquest: Desmond constantly emanates a menacing aura 10 ft. in every direction, but not through total cover. If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 1d4 (2) 1d4 psychic damage if it starts its turn there.

Desmond can use one of these abilities per day:

Conquering Presence: Desmond can exude a terrifying presence bestowed by the war god Tempus. As an action, he force each creature of your choice that he can see within 30 feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike: When he makes an attack roll, he can use his Favor to gain a +10 bonus to the roll.


Actions

Multiattack: Desmond makes three attacks per round with his Morningstar and with his Flail. He can replace these attacks with a single Dual Blazing Smite, or a single spell cast

Morningstar: Desmond strikes with the Morningstar in his right hand. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. On a hit: 1d10 + 3 1d10+3 (8) piercing damage

Flail: Desmond strikes with the Flail in his left hand. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. On a hit: 1d10 + 3 1d10+3 (8) bludgeoning damage

Dual Blazing Smite: Desmond calls out to Tempus, god of war, igniting his weapons with scalding heat, and striking with both weapons. Melee Weapon attack. +6 to hit, reach 5 ft, one target. On a hit: 2d10 +3 2d10+3 (13) piercing damage, 2d10 + 3 2d10+3 (13) bludgeoning damage, and 2d10 + 5 2d10+5 (15) radiant damage (41 total points)


 

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