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Zehin Zehir

Medium Duergar High Priest of Barpharanges , Chaotic Evil

Armor Class 21
Hit Points 11d8+42
Speed 20ft Fly: 20ft Swim: 5ft Climb: 15ft

STR
15 +2
DEX
16 +3
CON
16 +3
INT
14 +2
WIS
20 +5
CHA
18 +4

Saving Throws Wis +10, Cha +8; advantage on saves vs poison, spells and illusions, charms, and paralysis.
Skills Persuasion +8, Medicine +9  
Damage Resistances Poison, nonmagical
Damage Immunities Necrotic, Fire
Condition Immunities Surprise
Senses Darkvision 120'; passive perception 16
Languages Common, Dwarvish, Abyssal
Challenge 12


Description

Zehin is a powerful spellcaster, ardent drug abuser, visionary and devotee of the Demon Lord Graz'zt, whom he worships under the Carpocratian term "Barpharanges" which encompasses both the being, and the concept of total indulgence. He is deeply under the influence of the madness of Graz'zt, which only reinforces his own notions of the liberation from the restrictions of the so-called Celestii Magni.  

Gear:

  • +2 Half Plate of Graz'zt: +2 to AC, resistance to Fire damage, no disad on stealth checks
  • Peregrine Mask: Fly speed 60', advantage on initiative rolls
  • Ring of Protection +2: +2 to AC and death saves
  • Candle of Forbiddance:
  • Protects 40,000 square foot of floor space from teleportation or magical travel effects including Gate in the area, and damages Celestials as per the Forbiddance spell while lit (Note that Aasimar are humanoids, not celestials). 10 hours total burn time remains.
  • +1 Mace of Barpharanges: adds +1 to attack and damage. Etched with scary runes, many obscene, some menacing. 1d20+8 attack, 1d8+4+1d8+29 damage; min 35 max 49. Can be used in conjunction with already-cast Spiritual Weapon (weapon attack + bonus attack).
 

Tactics:

  Normally he starts with spiritual weapon at 6th level which is non-concentration, 1 min per cast (10 rounds) and has some significant stacks. Depending on the circumstances he may begin with Cloudkill against many opponents (which also creates cover), or go for broke with Inflict Wounds cast at 6th level for 8d10 damage + 29 necrotic add-on from Touch of Death (37-109 points of damage). Vampiric touch also stacks with Touch of Death to bestow healing, and

Ideals

“Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.”

Bonds

Utterly devoted to advancing the concept of Barpharanges in the surface world.

Flaws

Vanity; overconfidence.

Suggested Environments

subterranean, forest, mountain


Cleric 12 death domain. Wisdom (+5), Proficiency +4 = Spell Save DC 17, Spell ATK +9, Passive Wis Perception 17.   Spell slots: Cantrips 5, 1-4, 2-3, 3-3, 4-3, 5-2, 6-1: 14 spells known + death domain spells:(1st) False Life, Ray of Sickness, (3rd) Blindness/deafness, Ray of enfeeblement, (5th) Animate dead, Vampiric touch, (7th) Blight, Death Ward, (9th) Anti-life Shell, Cloudkill

At will:
  • Toll the Dead (A, Wis save or 2d8 necrotic uninjured, 2d12 if injured; 2 targets 60' VS
  • Guidance (A, Touch, add 1d4 to ability check, use 1 time in 1 min, <C> VS)
  • Resistance (A, Touch, add 1d4 to save, use 1 time in 1 min, <C> VSM)
  • Chill Touch (A, Ranged atk [roll 1d20+9], 2d8 necrotic and can't heal till end of ZZ's next turn, undead get disad on next atk; 2 targets within 120')
  • Darkness 20' (Reverse of Light, touch 20' 1 hour, VM. Can be ended by completely covering the emitter, as with the light cantrip).

1/day: Summon Greater Demon. As the Wizard/Warlock spell but can summon CR6 (extends casting time to 3 actions) or CR7 (extends casting time to 6 actions). casting CR5 or below is 1 action. Lasts 1 hour, on the end of each turn it rolls a cha save, if it succeeds it is no longer under your control. normally that means it will attack the nearest non-demon. Demon appears anywhere you can see within the 60' range of the spell. NEGATED BY Candle of Forbiddance.

2/day: Summon Lesser Demon. Roll d6. (1-2)= 2 CR1 or lower demons; (3-4)= 4 CR 1/2 or lower demons; (5-6)= 8 CR 1/8 or lower demons. These arrive en mass, are as hostile to you as to everyone else, and act on their own initiative, as a group. They appear anywhere you can see within the 60' range of the spell. NEGATED BY Candle of Forbiddance.   Turn/Destroy undead. Auto-destroy undead less than CR2 that fail their wis save (DC17), send the others fleeing for 1 min at max speed.


Feats:   Alert: +5 to initiative; Can't be surprised; enemies do not gain initiative on attacks when they are unseen by you. (Mask of Peregrine also bestows advantage on initiative)   War Caster:

  • Advantage on CON saves to maintain concentration{/li]
  • Can perform spells with somatic components even with weapons or shield in one or both hands
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
  Channel Divinity: Inescapable Destruction: Necrotic damage ignores resistance to necrotic damage, immunity becomes resistance.   Channel Divinity:Touch of death. When making a successful melee attack, deal extra necrotic damage of 5+ (level x 2) = +29 to any melee attack (magic or weapon).   Channel Divinity: Turn/Destroy Undead. Auto-destroy undead less than CR2 that fail their wis save (DC17), send the others fleeing for 1 min at max speed.   Channel Divinity: Divine Strike 1/turn adds extra 1d8 necrotic to any weapon attack (melee or ranged)


Actions

Invisibility (Recharges after a Short or Long Rest). The Duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.   Enlarge (Recharges after a Short or Long Rest). For 1 minute, the Duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks and makes Strength checks and Strength saving throws with advantage. If the Duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Reactions

(Just a note that Spiritual weapon, when active, is a bonus action; still has action each turn)


 

LevelSpellNameCasting TimeSave-or-AttackEffects
1Ray of Sickness1 ActionRanged 1d20+9 + DC17 CON Save 1d8 /level cast, poison damage on hit + poisoned condition on save fail till end of caster's next turn (Domain Spell)
1Inflict Wounds1 ActionMelee Attack [roll1d20+9]Damage: 3d10 necrotic +1d10 /higher level (Stacks with ToD). Level 5 casting with ToD = 7d10+29 damage
1Bane1 ActionDC 17 CHA save<C> Up to 3 creatures + 1 per addl level make save or reduce their attack rolls and save rolls by d4 for duration: 1 min or a break in <C>.
1False Life1 ActionSelfGain 1d4+4 temporary hit points for 1 hour. Add 5HP per level above 1st (Domain Spell)
2Blindness/Deafness1 ActionDC17 CON savetarget 1 creature per spell level cast within 30', on failed save are blinded or deafened for 1 min.(Domain Spell)
2Ray of Enfeeblement1 ActionRanged atk then CON savetarget 1 creature within 60', on hit, damage from attacks using STR are halved for 1 min or until target passes DC17 CON save at the end of its turn (Domain Spell)
2Spiritual Weapon1 Bonus ActionMelee atkMake a melee spell attack against a creature within 5' of the weapon. On a hit, the target takes force damage equal to 1d8 + spellcasting ability modifier (+ 24 Necrotic from Touch of Death +1d8 Necrotic from Divine Strike). As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 1 min duration and NOT <C>.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
2Hold Person1 ActionDC17 WIS save<C>1 target within 60' range paralyzed. Add 1 person /level above 2. target retries save at end of each turn.
3Dispel Magic1 ActionAuto/DC 10 + spell levelChoose one creature, object, or magical effect within range. Any spell effect of 3rd level or lower or cast on a target ends. For each spell of 4th level or higher on the target, make a WIS check, the DC is 10 + the spell's level. On a successful check, the spell ends.
3Meld Into Stone1 ActionSelfUsing your movement, you step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration (8 hours). Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
3Sending1 ActionSelfSend a message of 25 or fewer words to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with INT 1 or more to understand the meaning of your message.You can send the message across any distance but if the target is on a different plane, there is a 5% chance the message doesn't arrive.
3Vampiric Touch1 ActionMelee AttackOn a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. Add 1d6 dam for each slot above 3rd. (Domain Spell)
4Freedom of Movement1 ActionTouchFor 1 hour, the target's movement is unaffected by difficult terrain, and spells / other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. VSM, so once paralyzed it's too late to cast.
4Death Ward1 ActionTouchAny damage taking target to 0 takes to 1 instead. Any insta-death effect is negated. Spell ends after use; duration 8 hours otherwise.
4Banishment1 ActionDC17 CHA save 60'<C> The target must succeed on a Charisma saving throw or be banished to a harmless demiplane or its own natural plane of existence. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target in the nearest unoccupied space from where it left, or stays permanently in its home plane.
4Stone Shape1 ActionTouch, InstantaneousTouch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension, and form it into any shape that suits your purpose. Shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
5Cloudkill1 ActionDC17 Con Save<C>You create a 20-foot-radius sphere of poisonous yellow-green fog centered on a point you choose within 120'. Last 10 min, till <c> breaks or a strong wind disperses the fog. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a DC17 con save. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.Damage increases by 1d8 for each slot level cast above 5th. (Domain Spell)
5Anti-life Shell1 ActionSelf<C>For up to 1 hour, a shimmering barrier extends out from you in a 10' radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged weapons through the barrier.If you move so that an affected creature is forced to pass through the barrier, the spell ends.
5Dispel Evil and Good1 ActionSelf/CHA save<C>For 1 minute, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. Dismissal (DC17 cha save) or break charm (auto) will end early.
5Insect Plague1 ActionDC17 Con Save<C> Biting locusts swarm in a 20-foot-radius sphere centered on a point you choose within 300' range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Created by

Jubliana.

Statblock Type

NPC

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