Dermot Wurder (Tier 3)

Small humanoid (cleric, goblin, goblinoid), Lawful Good

Armor Class

20 (plate, shield)

Hit Points

93 (17d6 + 34)

Speed

walk 30 ft., swim 30 ft. (mariner's armor)

Saves

Wis +8, Cha +3

Skills

Medicine +8, Religion +3, Survival +8

Senses

darkvision 60 ft.

Languages

Common, Goblin, Orc

Challenge

8

Proficiency Bonus

+3

Special Equipment

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.

Actions

Multiattack

Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.

Ruidium Warhammer

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.

Searing Wrath

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.

Spellcasting

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