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Dripp of Neverwinter Woods

Small humanoid (goblinoid) , Neutral Good

Armor Class 17 (woodland armor)
Hit Points 47 (6d8)
Speed 30ft

STR
9 -1
DEX
16 +3
CON
12 +1
INT
10 0
WIS
16 +3
CHA
8 -1

Saving Throws Int +2, Wis +5
Skills Animal Handling +7, Stealth +7, Survival +7
Senses darkvision 60 ft., passive perception 13
Languages Common, Goblin, Sylvan
Challenge 4


Suggested Environments

Forest


Spellcasting, Dripp is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Dripp has the following spells prepared:

Cantrips (at will): Thorn Whip, Poison Spray
  1st Level (4 slots): Cure Wounds, Healing Word
  2nd Level (3 slots): Moonbeam, Pass Without a Trace, Animal Messenger
  3rd Level (3 slots): Call Lightning, Conjure Animals


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Wild Shape. This creature can morph into any animal that comes from a forest and an ape. As an action, this creature can morph into an animal.

Spirit Totem. As a bonus action, Dripp can magically summon an incorporeal spirit to a point Dripp can see within 60 feet of him. The spirit creates an aura in a 30-foot radius around thatpoint. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, Dripp can move the spirit up to 60 feet to a point he can see.

The spirit persists for 1 minute. Once Dripp uses this feature, he can't use it again until he finishes a short or long rest.

The effect of the spirit's aura depends on the type of spirit Dripp summon from the options below:

Bear Spirit. The bear spirit grants Dripp and his allies its might and endurance. Each creature of Dripp's choice in the aura when the spirit appears gains 12 temporary hit points. In addition, Dripp and his allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding Dripp and his allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, Dripp can use their reaction to grant advantage to that attack roll. In addition, Dripp and his allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. Dripp and his allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if Dripp casts a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of Dripp's choice in the aura also regains 12 hit points.

Mighty Summoner. Any beast or fey summoned or created by a spell that Dripp cast gains two benefits:  

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.


Actions

Multiattack. Dripp makes two attacks with his crudgel.

Crudgel. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 8 (2d8 - 1) bludgeoning damage, or 12 (2d12 - 1) bludgeoning damage if used with two hands.


 

Created by

Darth_Octo.

Statblock Type

NPC

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