1. Characters

Lhupo

This character is dead.
Witch Doctor

Lhupo - Goblin Witch Doctor
Small Goblinoid (Goblin), Chaotic Evil

Armor Class 14 (Hide Armor)

                         Pierce: AC 13, 1d4 DA

                         Slash: AC 15, 1d4 DR

Hit Points 17 (5d6)

Speed 30 ft., climb 20 ft.

STR

8 (-1)

DEX

14 (+2)

CON

10 (0)

INT

10 (0)

WIS

14 (+2)

CHA

8 (-1)

Senses Darkvision 60 ft., passive Perception 11

Languages Common

Challenge 1 (200 XP)

Nimble Escape. Lhupo can take Hide or Disengage action as a Bonus Action on each of its turns.


Fly My Pretties! (Recharge 6) Lair Action Lhupo releases 2d6 Skitterlings into battle.


Spellcasting. Lhupo is a 3rd level spellcaster with spellcasting ability Wisdom (spell save DC 12, +3 to hit with spell attacks). Lhupo has the following spells prepared:


Cantrips (at will): chill touch, poison spray, thaumaturgy

1st level (4 slots): bane, false life, ray of sickness, word of healing

2nd level (3 slots): blindness/deafness, hold person, spiritual weapon

ACTIONS

Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Title
Witch Doctor

Type
CR1

Species
Goblin

1 - Spells

Bane - Spell

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

False Life - Spell

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Healing Word - Spell

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Ray of Sickness - Spell

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

2 - Spells

Blindness/Deafness - Spell

Casting Time: Action

Range: 120 feet
Components: V
Duration: 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Hold Person - Spell

Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Spiritual Weapon - Spell

Casting Time: Bonus Action

Range: 60 feet

Components: V, S
Duration: Concentration, up to 1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.