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Simon Aumar

Medium humanoid (sorcerer), Chaotic Good

Armor Class 12

Hit Points 99 (18d8 + 18)

Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 13 (+1)
INT 16 (+3)
WIS 12 (+1)
CHA 17 (+3)

Saving Throws CON +4, CHA +6

Skills Arcana +6, Deception +6, History +6, Religion +6, Survival +4

Senses darkvision 60 ft., passive Perception 11

Languages Common, Draconic, Elvish

Challenge 5

Fey Ancestry. Simon has advantage on saving throws he makes to avoid or end the charmed condition on himself, and magic can't put him to sleep.

Special Equipment. Simon carries a bag of holding, two pairs of sending stones, and a deathly token (see Spellcasting).

Wild Magic. When Simon takes 20 or more damage from a single source or takes damage from a critical hit, he must roll on the Wild Magic Surge table in the Player's Handbook.

Actions

Multiattack. Simon makes three Quarterstaff or Chaos Bolt attacks. He can replace one attack with one use of Spellcasting.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 11 (2d10) force damage.

Chaos Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) damage of a random type determined by rolling a d8: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder.

Reactions

Sheltering Shield (3/Day). When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere have resistance to the damage that triggered this reaction.

Source

HAT-TG