Desmond Ular
Medium Human Head of the Bridgetown Guard , Lawful Evil
Armor Class 19
Hit Points 87
Speed
30ft
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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