Monster
Dermot Wurder (Tier 3)
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 20 (plate, shield)
- Hit points
- 93 (17d6 + 34)
- Speed
- Walk 30 ft., Swim 30 ft. (mariner's armor)
- Challenge rating
- 8
- Alignment
- Lawful Good
- Strength
- 18
- Dexterity
- 12
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 20
- Charisma
- 10
- Passive Perception
- 15
- Saving Throws
- wis: +8; cha: +3
- Skills
- medicine: +8; religion: +3; survival: +8
- Senses
- darkvision 60 ft.
- Languages
- Common, Goblin, Orc
Traits
Special Equipment
Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.
Actions
Multiattack
Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.
Ruidium Warhammer
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage.
Searing Wrath
Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.
Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
At will: guidance, light, spare the dying
1/day: revivify
2/day each: bless (at 3rd level), cure wounds (at 3rd level)