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Gabriel Lopez

Medium Dark Elf, Torturer, Chaotic Evil

Armor Class 14 (leather armor)
Hit Points 28
Speed: 30 ft

STR

9
( -1 )

DEX

17
( +3 )

CON

10
( +0 )

INT

16
( +3 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Strength 1d20+1 , Constitution 1d20+2
Skills Acrobatics  1d20+5 , Deception  1d20+3 , Intimidation  1d20+3 , Stealth  1d20+5
Senses Passive Perception 10, Darkvision 120ft.
Languages Common, Undercommon, Elvish
Challenge Rating 4

Ideals

Bodily and material pleasures are all I want.

Bonds

I'm trying to pay off an old debt I owe to a Shadowmere noble.

Flaws

I have ten one day lovers, and four biological children.

Spellcasting. Gabriel is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, 1d20+5   Cantrips (at will):fire bolt, shocking grasp, dancing light 1st level (2 slots):chromatic orb, faerie fire, slaanesh's grasp


Sunlight Sensitivity.Gabriel has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when he, the target of an attack, or whatever you are trying to perceive is in direct sunlight. Fey Ancestry. Gabriel has advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Gabriel does not need to sleep. Instead he can meditate deeply, remaining semiconscious for 4 hours a day. After resting this way, he gains the same benefit as if he had sleep for 8 hours. Fighting Style - Two Weapon Fighting. Gabriel can add his ability modifier to the damage of his second attack when engaged in two-weapon fighting.   Whip Master. When duel wielding a whip, Gabriel counts the whip as having the light weapon property.   Action Surge. On Gabriel's turn he can take one additional action on top of his regular action and a possible bonus action. Gabriel must finish a short or long rest before using this ability again.   Weapon Bond (Whip and Scimitar). Gabriel may perform a 1 hour ritual during a short rest, while within reach of the weapon to bond to it. Gabriel may only be bonded to two weapons at a time, and he must drop a bond with a previously weapon if he is already bonded too two weapons. If the weapon is in the same plane of existence, he can summon the weapon as a bonus action on his turn, teleporting the weapon to his hand, but he may only summon one weapon at a time. Gabriel cannot have this bonded weapon be disarmed, unless he is incapacitated.

Actions

Second Wind. As a bonus action Gabriel may regain 1d10+4 hit points. He must finish a short or long rest before he can use it again.   Scimitar. Melee Weapon Attack: 1d20+5 , reach 5 ft., one target. Hit: 6 ([roll: 1d3+3) slashing damage.   Whip. Melee Weapon Attack: 1d20+5 , reach 10 ft., one target. Hit: 5 ( 1d4+3 ) slashing damage.   Light Crossbow. Ranged Weapon Attack: 1d20+5 , range 80/320 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage.


Created by

ManaRockGaming.

Statblock Type

NPC Sheet

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