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Kentucky Derby

Medium Human, Ealdormann, Neutral Good

Armor Class 14
Hit Points 140
Speed: 60 ft Burrow: -1 ft Swim: 10 ft Climb: 60 ft

STR

16
( +3 )

DEX

26
( +8 )

CON

26
( +8 )

INT

30
( +10 )

WIS

30
( +10 )

CHA

28
( +9 )

Saving Throws Charisma
Skills Produce flame   Ice Knife   Speak with animals  
Condition Immunities Charm
Senses Can hear even small sounds up to 120 feet away   X-ray vision up to 10 feet   Dark Vision   Echolocation  
Languages Common, French

Description

A tall, brown skinned man with a balding head with two tufts of white hair on either side. A whispy beard sits on his chin dangling to his long neck. He wears a brown cloak over brightly colored woven vestments. He has a visible floating chiron reading Ealdormann, and several low level cybernetic implants in his joints, ears and eyes. He has a face almost too small for a head, with a scrunched nose and puckered lips. Deep set would give him a grim look without his natural looking resting smile.

Ideals

Detachment from technology,

Bonds

contractual obligation to Amazon, moral obligation to his people

Flaws

Does not see his hypocrisy, believes in the lies he has been fed

At will: Ray Of Frost cantrip evocation Casting Time: 1 action Range: 60 feet Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 10d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

2/day: Mass Healing Word Evocation   Level: 3 Casting time: 1 Bonus Action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 3d20 + 20. This spell has no effect on undead or constructs.   At higher level When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d20 for each slot level above 3rd.  


Advantage on perception checks

Legendary Actions

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.   The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.   Familiarity Mishap Similar Area Off Target On Target Permanent circle - - - 01-100 Associated object - - - 01-100 Very familiar 01-05 06-13 14-24 25-100 Seen casually 01-33 34-43 44-53 54-100 Viewed once 01-43 44-53 54-73 74-100 Description 01-43 44-53 54-73 74-100 False destination 01-50 51-100 - -

Regional Effects

His people love him and would like to see him stay around.


Created by

BigShooter.

Statblock Type

NPC Sheet

Link/Embed