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Vermincleric

Medium Angenratte, Support Infantry, Lawful Evil

Armor Class 16 (Chainmail Uniform)
Hit Points 32 5d6+15
Speed: 25 ft.

STR

13
( +1 )

DEX

16
( +3 )

CON

16
( +3 )

INT

14
( +2 )

WIS

15
( +2 )

CHA

12
( +1 )

Saving Throws Constitution (+7) Intelligence (+6) Wisdom (+6)
Skills According to Overall Abilities   Strength
Athletics (+5)
Endurance (+5)
Constitution
Fortitude (+7)
Intelligence
Religion (+6)
History (+6)
Wisdom
Medicine (+6)
Survival (+6)
Senses Hybridvision
Languages Common, Queekish
Proficiency Bonus +3

Description

The Ratfolk of Attrivicia had many a dangerous encounter with more developed races, of whom would occasionally lose to the incurring forces of the Ratmen. The militaries of the Ratmen would likewise suffer pyrrhic amounts of casualties in every battle and amount often to insurmountable numbers in war. Verminclerics present a solution to the issue, as they have an uncanny ability to channel magical energies and refocus them towards assisting their own kind.   Verminclerics in battle have been proven vital, using the inventions of the ratmen in combat, such as the Drakax, a combination of a rifle and axe modification. The rifle is loaded with sharp bullets of strange origin, yet often proving that they are capable to pierce the armors of even some Dwarfen units rather incredibly. As such, these Ratfolk are potentially capable of holding their own in combat while also building morale in their comrades during battle.   Verminclerics are Level 4 Angenratte.

Ideals

Focused altruism. (Evil) Verminclerics will focus entirely on assisting those of their own, practically never helping non-Ratfolk creatures. Thus, verminclerics are immensely popular among their own kind.

Bonds

Greater Good. (Obligations) A Vermincleric often will take it upon themselves to provide a spiritual life for their fellow kin in combat and at home.

Flaws

Zealotry. (Personality) The Vermincleric's view of the circumstances in their environment often involves their religious fanaticism.

Cantrips.

Spare the Dying. Touch, 1 Action. Stabilizes targeted creature.   Toll the Dead. 60 ft. Range, 1 Action. Wisdom DC 14 - If all hp, 9 2d8 Necrotic damage. If hurt, 13 2d12 Necrotic damage.  

First Level. (3 Slots)

Cure Wounds. Touch, 1 Action. Heals for 12 2d8+3 HP.   Healing Word. 60 ft. Range, 1 Bonus Action. Heals for 8 2d4+3 HP.  

Second Level. (2 Slots)

Channel Energy. 60 ft. Range, 3 targets. Action. Heals for 16 3d8+3 HP.

Actions

Drakax.
Axe. +5 to hit, single target. 5 1d8+2 Slashing damage.
Lock Rifle. 80/160 Range. +7 to hit, single target. 10 2d6+3 Piercing damage.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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