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Laura 13th

Medium Pachydan, Dao Genie Warlock, Noble, Neutral

Armor Class 16 (Natural Armour & Shield)
Hit Points 88 (13d8+26)
Speed: 30 ft

STR

17
( +3 )

DEX

8
( -1 )

CON

14
( +2 )

INT

11
( +0 )

WIS

11
( +0 )

CHA

20
( +5 )

Saving Throws Wis +5, Cha +10
Skills Deception +10, History +5, Intimidation +10, Persuasion +10, One type of gaming set
Damage Resistances Bludgeoning
Languages You can speak, read, and write Common, Elven and Terran.
Challenge Rating 13
Proficiency Bonus +5

Spell Slots. The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 18   Spell attack modifier = your proficiency bonus + your Charisma modifier = +10   Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your warlock spells.   Cantrip. Booming Blade, Eldritch Blast, Mage Hand, Prestidigitation   1st Level. Armor of Agathys, Hex   2nd Level. Hold Person, Invisibility, Spike Growth   3rd Level. Spirit Shroud, Counterspell   4th Level. Banishment, Stone Shape   5th Level (3). Creation, Scrying, Teleportation Circle, Wall of Stone   6th Level Mystic Arcanum. Investiture of Stone   7th Level Mystic Arcanum. Plane Shift


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Loxodon Serenity. You have advantage against being charmed or frightened.   Natural Armour. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.   Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.   Genie's Vessel. Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. While you are touching the vessel, you can use it in the following ways, Bottled Respite and Genie's Wrath. The vessel's AC equals your spell save DC. It has 18 hit points, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.   Sanctuary Vessel. When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.   Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal 5 extra bludgeoning damage.   Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.   Pact of the Talisman. Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used 5 times and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.   Protection of the Talisman. When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used 5 times and all expended uses are restored when you finish a long rest.   Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.   Crusher. You are practiced in the art of crushing your enemies, granting you the following benefits. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.   Eldritch Sight. You can cast detect magic at will, without expending a spell slot or material components.

Actions

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.   Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to 10 hours. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.

Bonus Actions

Elemental Gift. As a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action 5 times and you regain all expended uses when you finish a long rest.

Reactions

Rebuke of the Talisman. When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal 5 psychic damage to the attacker and push it up to 10 feet away from the talisman's wearer.


Created by

Noble 7.

Statblock Type

NPC Sheet

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