Durnan Character in Waterdeep | World Anvil
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Durnan

Durnan Medium humanoid · Neutral Armor Class: 18(Bracers, elven chain) hit Points: 144 (17d8 + 68) Speed: 30ft.     STR:18(+4) Dex:15(+2) CON:18(+4) WIS:12(+1) INT:13(+1) CHA:10     Saving Throws: Str: +8, Con: +8 Skills: Athletics +8, Perception +5 Senses: passive perception 15 Languages: Common, Dwarvish Challenge: 9 Traits   Special Equipment. Durnan wields a Greatsword of Sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.     Indomitable (Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.     Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.     Actions   Multiattack. Durnan makes four melee weapon attacks.     Grimvault. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless.     Double Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Physical Description

Apparel & Accessories

Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.   Notes: Bonus: Unarmored Armor Class, Warding, Wristwear     Greenstone amulet When worn against the skin, these amulets provided a continuous mind blank spell and shielded its wearer with a spell immunity-like affect, which granted absolute protection from the spells chaos, geas, hold person, hypnotism, mass charm, mind blank, quest , score, and sleep. It also offered more-limited protection against fumble, maze, Otto's irresistible dance, ray of enfeeblement, and trip, as well as necromantic spells, dimensional transportation, and certain psionic abilities. Greenstone amulets could only protect the wearer from a certain number and intensity of spells before it was completely drained, after which it shone extremely brightly and then slowly faded to a dark hue. It would slowly recharge after this occurrence.
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