Hugo, Level 4 Fighter / Level 2 Cultist
Race: Human
Class: Fighter (4) / Cultist (2)
Alignment: Neutral Evil
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 12
Hit Points (HP): 58 (4d10 + 2d8 + 20 from CON modifier)
Speed: 30 ft.
Ability Scores
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 18 (+4)
Intelligence: 9 (-1)
Wisdom: 11 (+0)
Charisma: 12 (+1)
Saving Throws
Strength: +5
Constitution: +6
Wisdom: +2 (from Cultist training)
Skills
Intimidation: +3
Perception: +2
Insight: +2
Athletics: +5
Combat Abilities
Multiattack: Hugo can attack twice whenever he takes the Attack action.
Action Surge (1/Short Rest): Hugo can take one additional action on his turn.
Second Wind (1/Short Rest): Hugo can use a bonus action to regain 1d10+4 HP.
Indomitable (1/Long Rest): Hugo can reroll a failed saving throw.
Cultist Abilities
Dark Whispers (1/Long Rest): Hugo has limited access to Hastur's influence and can cast Dissonant Whispers as a 1st-level spell (DC 12) once per long rest.
Unsettling Presence (1/Long Rest): Hugo can use an action to impose disadvantage on a creature’s next attack or ability check within 30 feet, tapping into his eerie aura gained from Hastur’s presence.
Attacks
Mace (Truncheon)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 bludgeoning damage.Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4 + 3 piercing damage.
Alfredo, Level 5 Rogue / Level 1 Cultist
Race: Human
Class: Rogue (5) / Cultist (1)
Alignment: Chaotic Neutral
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 15 (Studded Leather)
Hit Points (HP): 44 (5d8 + 1d8 + 12 from CON modifier)
Speed: 30 ft.
Ability Scores
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 11 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2)
Saving Throws
Dexterity: +6
Intelligence: +3
Skills
Stealth: +9
Deception: +5
Perception: +3
Sleight of Hand: +7
Investigation: +3
Insight: +3 (from Cultist training)
Combat Abilities
Sneak Attack: Once per turn, Alfredo can deal an extra 3d6 damage to a creature he hits with an attack if he has advantage on the attack roll or if another enemy of the target is within 5 feet of it and isn’t incapacitated.
Uncanny Dodge: When an attacker that Alfredo can see hits him with an attack, he can use his reaction to halve the attack's damage.
Evasion: When Alfredo makes a Dexterity saving throw to take only half damage, he takes no damage on a success and only half damage on a failure.
Cunning Action: Alfredo can use a bonus action to Dash, Disengage, or Hide.
Cultist Abilities
Dark Influence (1/Long Rest): Alfredo can cast Cause Fear as a 1st-level spell (DC 12). This is a sinister reminder of his loyalty to Hastur.
Unnerving Presence (1/Long Rest): Alfredo exudes an eerie, unsettling aura, imposing disadvantage on an enemy's next attack roll or ability check within 15 feet.
Attacks
Dagger (Primary Attack)
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4 + 3 piercing damage. (Plus Sneak Attack damage if conditions are met.)Shortbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
Hit: 1d6 + 3 piercing damage.
Equipment
Studded leather armor
Two daggers
Shortbow and quiver with 20 arrows
Small, dark amulet with Hastur’s spiral insignia hidden under his tunic
Ramiro, Level 2 Fighter / Level 5 Cultist
Race: Human
Class: Fighter (2) / Cultist (5)
Alignment: Lawful Evil
Background: Prison Guard / Cultist of Hastur
Armor Class (AC): 14 (Chain Shirt)
Hit Points (HP): 58 (2d10 + 5d8 + 14 from CON modifier)
Speed: 30 ft.
Ability Scores
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 13 (+1)
Saving Throws
Constitution: +6
Wisdom: +5
Skills
Intimidation: +4
Religion: +3
Perception: +5
Insight: +5
Combat Abilities
Second Wind (1/Short Rest): Ramiro can use a bonus action to regain 1d10 + 2 hit points.
Action Surge (1/Short Rest): Ramiro can take one additional action on his turn.
Martial Versatility: Ramiro can make effective use of melee weapons, primarily relying on his club and unarmed strikes.
Cultist Abilities
Dark Influence (2/Long Rest): Ramiro can cast Cause Fear as a 1st-level spell (DC 13).
Enthrall (2/Day): Ramiro can use this spell to try to capture the attention of others with Hastur’s eerie influence.
Dark Devotion: Ramiro has advantage on saving throws against being charmed or frightened.
Frenzied Gaze (1/Long Rest): Ramiro can lock eyes with a target within 30 feet and force them to make a Wisdom saving throw (DC 13). On a failure, they are paralyzed with fear until the end of their next turn.
Attacks
Heavy Club (Primary Attack)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 bludgeoning damage.Unarmed Strike
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 bludgeoning damage.
Equipment
Chain shirt
Heavy club
Small black spiral amulet (Hastur’s symbol)
Vials of strange powders (used in cult rituals)
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