The Doc
Medium Dwarf doctor/researcher , Neutral Good
Armor Class
Hit Points 5d12+7
Speed
20ft
Saving Throws 18
Skills Nature and medicine
Damage Resistances BLUDGENING
Damage Immunities POISEN
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 can't discern color in darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage. Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency: You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools. Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages common,dwarvish,draconic
Challenge 3
Description
"Science, my boy, is madd up of mistakes, but they are mistakes which it is useful to make, because they lead little by little to the truth." - Jules Verne, Journey to the center of the Earth.
A physician and medicine man, and when that doesn't work out? Bodies burn and bury easy. He has the tools for both of these vocations, though its quite often a ruse for his foul experiments on the freshly dead, and if he can manage it, the still living.
Flaws
Crap bedside manner
Suggested Environments
The doctors lab, the undergallery
At will:
Cone of Cold
5-level
Evocation
Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S, M
Materials A small crystal or glass cone
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. 6th level 9d8 , 7th level 10d8 , 8th level 11d8 , 9th level 12d8 .
Class(es): Sorcerer, Wizard
Lair Actions
TRAPS