DUMB DECISION TTRPG · Library

Thessalar

Medium humanoid (human), Neutral Evil

Armor Class 14 ({@item breastplate|phb})

Hit Points 104 (19d8 + 19)

Speed 30 ft.

STR 10 (+0)
DEX 12 (+1)
CON 13 (+1)
INT 19 (+4)
WIS 16 (+3)
CHA 16 (+3)

Saving Throws CON +5, INT +8, WIS +7

Skills Animal handling +7, Arcana +8, Insight +7, Medicine +7

Damage Immunities acid, poison

Condition Immunities poisoned

Senses passive Perception 13

Languages Common, Draconic, Elvish, Primordial

Challenge 12

Special Equipment. Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).

Alchemical Homunculus. Thessalar is accompanied by his Thessalar's homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.

Healing Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal.

Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random type=beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.

Source

IMR, p. 57