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Durg

Small Goblin, Necromancy Wizard, Haunted One, Neutral Evil

Armor Class 12 (15 with Mage Armour)
Hit Points 46 (7d6+14)
Speed: 30 ft

STR

9
( -1 )

DEX

14
( +2 )

CON

14
( +2 )

INT

18
( +4 )

WIS

12
( +1 )

CHA

13
( +1 )

Saving Throws Int +8, Wis +5, Stone of Good Luck
Skills Arcana +8, History +8, Insight +5, Investigation +8, Stone of Good Luck
Senses Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.
Languages Common, Deep Speech, Elvish and Goblin
Challenge Rating 7
Proficiency Bonus +3

Spellcasting. Durg is an 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).   Spells known.   1st Level. False Life, Cause Fear, Chromatic Orb, Detect Magic, Feather Fall, Find Familiar, Gift of Alacrity, Identify, Mage Armor, Shield   2nd Level. Invisibility, Blindness/Deafness, Wither and Bloom, Tasha's Mind Whip, Hold Person, Darkness   3rd Level. Animate Dead, Bestow Curse, Speak with Dead, Counterspell, Antagonize   4th Level. Spirit Of Death, Blight, Banishment   Cantrips. Toll the Dead, Sapping Sting, Message, Light   1st Level (4). Chromatic Orb, Feather Fall, Mage Armor, Shield   2nd Level (3). Wither and Bloom, Tasha's Mind Whip, Hold Person   3rd Level (3). Animate Dead, Counterspell, Antagonize   4th Level (1). Spirit Of Death


Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal 3 damage to the creature. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.   Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   Necromancy Savant. The gold and time you must spend to copy a Necromancy spell into your spellbook is halved.   Grim Harvest. You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.   Undead Thralls. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
  Shadow Touched. You learn Invisibility and False Life. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Inteligence.   Items. Mind Sharpener Robes, Rare Arcane Grimoire, Pearl of Power, Deck of Illusions, Emerald Pen, Night Caller

Bonus Actions

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.


Created by

Noble 7.

Statblock Type

NPC Sheet

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