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Charred Fighter in Dungeons & Dragons 5e

Charred Fighter

Medium humanoid (any), any chaotic
Armor Class 18 (Studded Leather, Shield)
Hit Points 71 11d8+22
Speed 30ft

STR
15 +2
DEX
14 +2
CON
10 0
INT
11 0
WIS
17 +3
CHA
14 +2

Saving Throws Con +5, Dex +7, Wis +5
Skills Perception +5, Stealth +4, Insight +5
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 5 (1,800 XP)

Innate Spellcasting. The drow's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following Spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Flame Blade

2/day: Crown of Madness


Awoken. The Charred disciple has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Death Burn. When the Charred disciple dies, a flash of The Fire of Destruction erupts from them in a 10 foot radius as its body and mundane possessions burn up in a black blaze. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 2d6 fire damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.


Actions

Multiattack
The Charred one makes two Maul attacks

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 1d6+2 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Cursed for 1 hour. While cursed, the creature takes 1d4 damage at the start of each turn. The curse remains until either the Charred disciple dies or falls unconscious, or until a remove curse spell is cast on the target. If the saving throw fails by 5 or more, the target is also Unconscious while Cursed in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.  


 

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