Lhupo - Goblin Witch Doctor | |||||
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. | |||||
Abilities
0 - Cantrips
Chill Touch - Spell
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Poison Spray - Spell
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Thaumaturgy - Spell
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
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.