Hamun Kost | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Lost Mines of Phandelver

Hamun Kost

Medium Human, Necromancer, Neutral Evil

Armor Class 12
Hit Points 33 6d8+6
Speed: 30 ft

STR

9
( -1 )

DEX

14
( +2 )

CON

11
( +0 )

INT

17
( +3 )

WIS

12
( +1 )

CHA

11
( +0 )

Saving Throws Int +5, Wis +3
Skills Arcana +5, History +5
Senses passive Perception 11
Languages Common, Norse, Dwarvish, Xharkasian
Challenge Rating 2
Proficiency Bonus +3

Description

Kost is a stout, red-robed figure with sallow skin, a shaved scalp, and a black tattoo on his forehad. A character who succeeds on a DC 10 intelligence (Arcana) check verifies the garb as a necromantic symbol. A successful DC 10 Intelligence (History) check verifies the tattoo as usual for Xharkas, a land far in the East on Dhneunos where wizards pattern their flesh with tattoos.

Hamun is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He knows the following spells from the wizard's spell list:

At will:

Light. Evocation Cantrip: Touch (20ft. radius), duration 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a DC 11 Dexterity saving throw to avoid the spell.

Mage Hand. Conjuration Cantrip: range 30 ft., duration 1 minute. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Shocking Grasp. Evocation Cantrip: Touch, duration instantaneous. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a + 5 melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

1st level (4 slots)

Charm Person. 1st level Enchantment: range 30 ft., duration 1 hour. You attempt to charm a humanoid you can see within range. It must make a DC 13 Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Magic Missile. 1st level Evocation: range 120 ft., duration instantaneous. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

damage, and it can't take reactions until the start of its next turn.

2nd level 3 slots)

Hold Person. 2nd level Enchantment: range 60ft., duration concentration 1 minute. Choose a humanoid that you can see within range. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Misty Step 2nd level Conjuration: range self, duration instantaneous. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 1d8-1 bludgeoning damage.


Created by

Flowerbomb.

Statblock Type

NPC Sheet

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