20 (plate, shield)
93 (17d6 + 34)
walk 30 ft., swim 30 ft. (mariner's armor)
Wis +8, Cha +3
Medicine +8, Religion +3, Survival +8
darkvision 60 ft.
Common, Goblin, Orc
8
+3
Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.
Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage.
Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.
Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): • At will: guidance, light, spare the dying • 2/Day each: bless (at 3rd level), cure wounds (at 3rd level) • 1/Day: revivify