BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Nosferus, Bryce Dallas Five

Nosferus

Medium Aasimar/Vampire Wizard, illusionist , Neutral

Armor Class 11
Hit Points 62
Speed 25ft

STR
10 0
DEX
13 +1
CON
14 +2
INT
19 +4
WIS
13 +1
CHA
10 0

Saving Throws Int, Wis
Skills Aasimar Traits [DMG p. 286] • Age: 37 years old   • Medium Size (5' 11", 165 lbs.)   • Darkvision (60 feet)   • Celestial Resistance (vs. necrotic, radiant)   • Celestial Legacy (Wisdom-based; Light cantrip; Lesser Restoration and Daylight spells each once betw. long rests)     Wizard Class Features [PHB p. 112]   • Ritual Casting   • Arcane Recovery (regain spell slots totalling 5 levels after short rest once per day)   • Illusion Savant (copy such spells in half the time)   • Improved Minor Illusion (Minor Illusion cantrip does image and sound simultaneously)   • Malleable Illusions (adjust illusions as an action)   • Illusory Self (create false duplicate as reaction)     Spellcasting [PHB p. 201]   Spell Attack Modifier +8 Spell Save DC 16 Cantrips Known: Dancing Lights, Fire Bolt, Friends, Mending, True Strike
Languages Common, Celestial, Draconic, Infernal


Description

Carried Gear (PHB, p. 143): two (2) daggers, quarterstaff, set of common clothes, holy symbol: amulet, prayer book, 5 sticks of incense, vestments. (This load is about 10 lbs.; add 1 lb. per 50 coins carried.)
Magic Items (DMG p. 135) • philter of love • potion of fire breath • spell scrolls (Witch Bolt, Web, Mass Suggestion) • 3 potions of healing (2d4+2 hp)
(a) Item attuned to character.
  Coins & Gems: 688 gold pieces (gp 22 silver pieces (sp 72 copper pieces (cp 4 gems (worth 100 gp each)


Prepared Spells
1st Level (4 slots): Mage Armor, Silent Image, Disguise Self, Detect Magic   2nd Level (3 slots): Phantasmal Force, Mirror Image, Misty Step   3rd Level (3 slots): Major Image, Fireball, Hypnotic Pattern   4th Level (3 slots): Phantasmal Killer, Confusion   5th Level (2 slots): Seeming, Cone of Cold


Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.)
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
    Fire Bolt Cantrip. Ranged Spell Attack: +8 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.


 
Children

Comments

Please Login in order to comment!