Zedruu The Great Hearted
Once known as the prodigal child of the Erlundi people, Zedruu is now best known for serving as their wisest leader, a voice of reason in a people still growing used to a life filled with passions beyond war.
Sacrifice to Sickness When Zedruu was much younger, she served her clan as a lithe and dangerous warrior, a worthy successor to her father's legacy. But after a raid on a nearby group of nomads, the Erlundi clan slowly began to weaken as a plague spread among their ranks. Though their healers struggled against it, no cure for the plague could be found, and after consulting their icons the Erlundi shamans found the plague to be a result of a curse by the last remaining member of the nomads. Though she too had fallen sick, Zedruu left her people to seek the nomad, and upon finding him, offered her life in exchange for the safety of her people. When the nomad refused, Zedruu begged them each day of the month, growing sicker as she did, until at last the nomad relented, lifting the curse.
Growth to Fulfillment Moved by Zedruu's dedication, the nomad offered to teach Zedruu if she would renounce the ways of war. Zedruu, realizing not all strength could come from the blade, accepted the nomad's offer. Passing these teachings to her people, Zedruu was able to transform the culture of the Erlundi minotaurs into one of peace and contemplation, turning their strength from the ways of conquest to the defense of others.
Zedruu The Great Hearted
Once known as the prodigal child of the Erlundi people, Zedruu is now best known for serving as their wisest leader, a voice of reason in a people still growing used to a life filled with passions beyond war.
Armor Class | 18 | ||
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Hit Points | 16d8+32 | ||
Speed | 30 ft. | ||
Strength | 13 (+1) | ||
Dexterity | 17 (+3) | ||
Constitution | 15 (+2) | ||
Intelligence | 17 (+3) | ||
Wisdom | 20 (+5) | ||
Charisma | 19 (+4) | ||
Saving Throws | Dexterity d20+8 | Wisdom d20+10 | Charisma d20+9 |
Skills | Acrobatics d20+8 | Arcana d20+8 | Athletics d20+6 |
Insight d20+10 | Perception d20+10 | ||
Senses | Darkvision 60 ft. | Passive Perception 20 | |
Languages | Latin | ||
Challenge | 14 (11500 XP) | ||
Special 1 | Gifts Given | At the start of each of her turns, | Zedruu regains 1d8 hit points for each spell |
she cast that is currently affecting a creature other than herself. | In addition, at the start of each of her turns, | Zedruu regains an expended spell slot of a level equal to the same number | |
Special 2 | Spellcasting | Zedruu is a 10-level spellcaster. | Her spellcasting ability is Wisdom |
(spell save DC 18, d20+10 to hit with spell attacks). | She has the following Cleric spells prepared: | ||
Spells 1 | Cantrips (at will) | Guidance | Resistance |
Spare the dying | Thaumaturgy | ||
Spells 2 | 1st level (4 slots) | Bless | Cure wounds |
Detect poison and disease | Shield the faith | ||
Spells 3 | 2nd level (3 slots) | Enhance ability | Hold person |
Silence | |||
Spells 4 | 3rd level 3 (slots) | Beacon of hope | Protection from energy |
Spirit guardians | |||
Spells 5 | 4th level (3 slots) | Banishment | Control water |
Death ward | |||
Spells 6 | 5th level (2 slots) | Dawn | Holy weapon |
Special 3 | Unbending Focus | Zedruu does not need to maintain focus on spells | which normally require concentration. |
Whenever Zedruu casts a spell that would require concentration, | the spell instead lasts 1 minute | regardless of the normal duration | |
Action 1 | Mutiattack | Zedruu makes four attacks in any combination | with her quarterstaff and unarmed strike |
Action 2 | Quarterstaff | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d10+3 bludgeoning damage | ||
Action 3 | Unarmed Strike | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d8+3 bludgeoning damage, | and the target has a disadvantage on | the next attack they make against Zedruu |
Reaction | Deflect Missiles | Zedruu can use her reaction to deflect or catch the missile when | she is hit by a ranged weapon attack, |
reducing the damage by 1d10+10 . | If the damage is reduced to 0 in this way Zedruu can catch the missile | if it is small enough to hold in one hand | and she has one hand free. |
Then, as part of the same reaction, | Zedruu can make a ranged attack with the ammunition she just caught. | The thrown missile has a d20+8 bonus to hit, | a normal range of 20 feet and a long range of 60 feet, |
and deals 1d8+3 damage on a hit | |||
Legendary Actions | Zedruu the Great Hearted can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | Zedruu regains spent legendary | actions at the start of her turn | |
Legendary Action 1 | Quarterstaff | Zedruu makes an attack with her quarterstaff | |
Legendary Action 2 | Bestow Gift (Costs 2 Actions) | Zedruu transfers the effect of one spell she cast that | is currently affecting only her, |
causing it to instead affect one creature she is aware of within 60 feet. | The transferred spell lasts for the same duration it would have otherwise, | and all effects are transferred to the new creature | |
Legendary Action 3 | Cast a Spell (Costs 3 Actions) | Zedruu casts a spell from the list | of spells she has prepared |
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