Medium Duergar High Priest of Barpharanges , Chaotic Evil
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.
“Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.”
Utterly devoted to advancing the concept of Barpharanges in the surface world.
Vanity; overconfidence.
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
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:
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.
(Just a note that Spiritual weapon, when active, is a bonus action; still has action each turn)
Level | SpellName | Casting Time | Save-or-Attack | Effects | |
---|---|---|---|---|---|
1 | Ray of Sickness | 1 Action | Ranged 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) | |
1 | Inflict Wounds | 1 Action | Melee Attack [roll1d20+9] | Damage: 3d10 necrotic +1d10 /higher level (Stacks with ToD). Level 5 casting with ToD = 7d10+29 damage | |
1 | Bane | 1 Action | DC 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>. | |
1 | False Life | 1 Action | Self | Gain 1d4+4 temporary hit points for 1 hour. Add 5HP per level above 1st (Domain Spell) | |
2 | Blindness/Deafness | 1 Action | DC17 CON save | target 1 creature per spell level cast within 30', on failed save are blinded or deafened for 1 min.(Domain Spell) | |
2 | Ray of Enfeeblement | 1 Action | Ranged atk then CON save | target 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) | |
2 | Spiritual Weapon | 1 Bonus Action | Melee atk | Make 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. | |
2 | Hold Person | 1 Action | DC17 WIS save | <C>1 target within 60' range paralyzed. Add 1 person /level above 2. target retries save at end of each turn. | |
3 | Dispel Magic | 1 Action | Auto/DC 10 + spell level | Choose 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. | |
3 | Meld Into Stone | 1 Action | Self | Using 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. | |
3 | Sending | 1 Action | Self | Send 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. | |
3 | Vampiric Touch | 1 Action | Melee Attack | On 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) | |
4 | Freedom of Movement | 1 Action | Touch | For 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. | |
4 | Death Ward | 1 Action | Touch | Any damage taking target to 0 takes to 1 instead. Any insta-death effect is negated. Spell ends after use; duration 8 hours otherwise. | |
4 | Banishment | 1 Action | DC17 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. | |
4 | Stone Shape | 1 Action | Touch, Instantaneous | Touch 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. | |
5 | Cloudkill | 1 Action | DC17 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) | |
5 | Anti-life Shell | 1 Action | Self | <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. | |
5 | Dispel Evil and Good | 1 Action | Self/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. | |
5 | Insect Plague | 1 Action | DC17 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. |