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Zeragoth the Black

Male Goblin Paladin 12 - CR 9


Neutral Evil; Deity: God of Wisdom ; Background: Savage
Land; Age: 27; Height: 5' 10" ; Weight: 205lb.; Eyes:
Yellow; Hair: Black; Skin: Green
Ability Score Modifier Saving Throw

STR 18 +4 +6
STRENGTH

DEX 14 +2 +4
DEXTERITY

CON 18 +4 +6
CONSTITUTION

INT 9 -1 +1
INTELLIGENCE

WIS 14 +2 +8
WISDOM

CHA 15 +2 +8
CHARISMA

AC 25 Initiative +2 Speed 30 ft
Proficiency +4 Inspiration
HP 168 HD 12d10 Death Saves
Damage / Current HP HD Used Success/Fail

Skill Name Total Ability Prof Temp


Acrobatics +2 DEX (2) -
Animal Handling +2 WIS (2) -
Number of Attacks 2
Arcana -1 INT (-1) -
+3 Longsword Athletics +8 STR (4) +4
Main hand: +11, 11 (1d8+7) slashing Versatile Deception +2 CHA (2) -
plus 1d8 radiant History -1 INT (-1) -
Both hands: +11, 12 (1d10+7) slashing Insight +2 WIS (2) -
plus 1d8 radiant Intimidation +10 CHA (2) +4
Investigation -1 INT (-1) -
Shield Medicine +2 WIS (2) -
Main hand: +8, 3 (1d6) bludgeoning plus 1d8 Nature +3 INT (-1) +4
radiant Perception +6 WIS (2) +4
Performance +2 CHA (2) -
+2 Plate Persuasion +2 CHA (2) -
Stealth Disadvantage Religion -1 INT (-1) -
+10 Sleight of Hand +2 DEX (2) -
Stealth +6 DEX (2) +4
Shield, +2 +2 Plate: Disadvantage from armor worn
Survival +6 WIS (2) +4
+4 Passive Perception: 16
Feats
Blade Mastery
You master the shortsword, longsword, scimitar, rapier, and greatsword.
Intimidating Presence
You are skilled at using your strength and size as an intimidation tool.
Shield Expertise
Your skill with shields allows you to fight with it without hindrance.

Other Proficiencies:
Tools: Inc.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Smith's toolsat(+4)
Free download https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Weapons: Martial weapons; Simple weapons; Scimitar;
Shortbow
Armor: Heavy armor; Light armor; Medium armor;
Shields
Gear Experience & Wealth
Total Weight Carried: 59 lbs, Current Cash: You have no money!
(Maximum: 270 lbs) Role Playing
+2 Plate 50 lbs
+3 Longsword 3 lbs Personality Trait: Cruel - I like hurting things; the more
Money - they cry, the more joy it brings me.
Shield - Personality Trait: Burly - I enjoy being strong and like
Shield, +2 6 lbs breaking things.
Special Abilities Ideal: Might - If I become strong, I can take what I want
— what I deserve. (Evil)
Aura of Courage (10 feet)
Starting at 10th level, you and friendly creatures within 10 feet of you can't be Bond: Infamous - I have a dream! I want to be known
frightened while you are conscious.
and feared by all the underworld - no one should dare
At 18th level, the range of this aura increases to 30 feet. to cross me.
Aura of Protection (+2, 10 feet)
Starting at 6th level, whenever you or a friendly creature within 10 feet of you Flaw: Egotistical - I secretly believe that everyone is
must make a saving throw, the creature gains a bonus to the saving throw equal
to your Charisma modifier (with a minimum bonus of +1). You must be conscious beneath me.
to grant this bonus.
Channel Divinity: Abyssal Fires (1d8×2, DC 14 Dex)
You uselevel,
your theaction to summon green flames tounder up to three creatures' feet.
At 18th range of this aura increases 30 feet.
The creatures must make a successful #abSave# saving throw or take 1d8 fire Special Abilities
damage multiplied by your Charisma modifier (minimum of 1). Creatures that fail Vicious Bite
this save are also charmed by you for 1 minute. A charmed creature repeats the You gain a bite attack as a primary natural attack action that deals 1d4 plus
Channel
saving throw Divinity:
at the endSow Doubt
of its turn, ending (2therounds,
effect on DC 14 Wis)
itself with a success. You
You your strength modifier points of piercing damage.
gain use your to
a bonus action
attack to rolls,
reciteability
a memorized
checks, and passage
savingfrom an Abyssal
throws equal totreaty on the
the number
weakness of mortal hearts. Choose one creature
of creatures currently charmed by your abyssal fires ability. within 30 feet that can hear you.
That creature must make a successful #abSave# saving throw or question the
intentions of its allies. Creatures that fail the saving throw are unable to use
Tracked Resources
Darkvision (60 feet)
abilities, cast spells, or take actions that assist their allies. This includes but is not Channel Divinity (1/short rest)
Many
limitedcreatures
to: healing, in fantasy
the helpgaming
action, worlds,
spells such especially those that
as guidance and dwell
bless,underground,
bardic
have darkvision.
inspiration, Within
etc. They cana specified
continue to range,
attack a or
creature with darkvision
use abilities and spellscanthatsee in
target
darkness as if The
the darkness were dim light, so areas Divine Sense (3/long rest)
you normally. GM has the final word whether an of darkness
action are only
is assisting in lightly
nature.
obscured
This effect as far as
lasts for that creature
a number is concerned.
of rounds equal toHowever, the creature
your Charisma can't
modifier discern
(minimum
Divine
color in Sense
darkness,(3/long
only shades rest)
of gray. Lay on Hands (60 HP/long rest) /60
of
The1).presence of strong evil registers on your senses like a noxious odor, and
powerful good rings like heavenly music in your ears. As an action, you can open
your awareness to detect such forces. Until the end of your next turn, you know Languages
the location of any celestial, fiend, or undead within 60 feet of you that is not
Divine Smite
behind total cover. You know the type (celestial, fiend, or undead) of any being
Demonic Goblin
Starting at 2nd level,
whose presence you when
sense,you buthit
nota its
creature
identitywith
(thea vampire
melee weapon attack, von
Count Strahd you
can
Zarovich, forone
expend
weapon's
spell slot
instance). to deal
Within theradiant damage
same radius, to also
you the target,
detect in
theaddition
presence to theof Spell Slots
any place damage.
or object The extrabeen
that has damage is 2d8 fororadesecrated,
consecrated 1st-level spellas slot,
with plus
the 1d8 for
hallow
each
spell. spell level higher than 1st, to a maximum of 5d8. The damage increases by
Empowered
1d8 if the target Abyssal
is an undead Fires
or a fiend. 3rd level
At 7th level, your Abyssal fires ability targets up to five creatures.
You can use this feature a number of times equal to 1 + your Charisma modifier.
Extra
When Attack
you finish a long rest, you regain all expended uses. 2nd level
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn. 1st level
Fed by Flame
Upon reaching 5th level, the antipaladin becomes immune to fire damage.
Additionally, you gain temporary hit points equal to half the amount of fire damage Spells & Powers
dealt to you, up to a maximum of 10 hit points.
Hunter’s Instinct Paladin spells memorized (CL 6th)
When you travel in the wilderness, you sense when someone—or Spell Save DC 14 Spell Attack +6
something—has caught your trail or scent. Although you lack the details, you 3rd—crown of terror , fireball, slow
instinctively recognize when your pursuers are within an hour or less of your
position and from which direction they approach. 2nd—chanting, heat metal , sanctified reverie of arms ,
Improved Divine Smite shatter
By 11th level, you are so suffused with righteous might that all your melee
weapon strikes carry divine power with them. Whenever you hit a creature with a 1st—blood bond R , command, divine favor , feed the
melee weapon, the creature takes an extra 1d8 radiant damage. If you also use worms, hellish rebuke (DC 14), searing smite, wrathful
your Divine Smite with an attack, you add this damage to the extra damage of
Infernal
your Divine OathSmite.
smite
The Abyss echoes with the sound of broken promises. From this cacophonous
song of revocation and failure, the demons of that fiery place wrote the unholiest
of oaths. Antipaladins who bind themselves to the demon lords become willing Other Spells & Powers
servants in the nefarious plots of the cloven patrons. These knights of the Abyss
Lay
excelonat Hands
crushing the (60 HP/long
hopes and dreamsrest) of Good-aligned beings. They are not Feats, Bonus Spells:
Your
simpleblessed
cogs intouch can heal
a smoking wounds.
machine, butYou
ratherhave a pool
free of healing
and terrible power
agents of that
replenishes
damnation and when you take aThey
incineration. long come
rest. With
to thethat pool, you
battlefield can restore
wrapped a totaland
in flames Proficiencies Spells:
number
can break of friendships
hit points equal to your paladin
and alliances level
with their × 5.
corrupting laughter. At the pinnacle
of their power,
Natural Sneak they are like a river of fel-fire, flowing over their enemies, sending
As
theirancharred
action, you can
spirits touch
into a creature
the Stealth
maws of theand draw power from the pool to restore a
Abyss.
You
number of hit points tointhat
have proficiency the creature,skill.
up to the maximum amount remaining in your
pool.
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of
Alternatively,
its turns. If you you can
also expend
have 5 hit
a class pointsthat
feature fromgrants
your pool of healing
this ability, hidetochecks
cure theare
target with
made of one disease or
Advantage neutralize
when onebonus
using this poisonatction.
affecting
Canit. be
Youused
can once
cure multiple
between
diseases
short andrest.
or long neutralize multiple poisons with a single use of Lay on Hands,
expending hit points separately for each one.

This feature has no effect on undead and constructs.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

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