Obold


Obold

A pale-skinned and completely hairless half goliath who's simple mind makes him somehow charm those around him. Merciless and "good-hearted", he seeks to murder all slavers for vengeance on the trade that took part in the killing of his mother Kaela. Obold is a creature of profound loyalty and equally profound violence — he will make his party swear oaths to protect his loved ones even at the cost of his own life, and he means every word. He leads from the front on his fiendish steed Ramses, converts enemies to Baphomet from a crow's nest after misty-stepping into it for dramatic effect, and executes surrendered foes without hesitation the moment he decides their information wasn't worth their breath. His simplicity is genuine and somehow endearing; when he isn't fighting or praying or collecting skulls as trophies, he is organizing bucking contests at the tavern.


Personality

Traits:

Ideals:

Bonds:

Flaws:


Relationships


Notes

Was forced to follow Baphomet by Holda
Baphomet showed him a half-goliath paladin of Iuz on Mintarin


CLEAVE: if i hit the second person with cleave, it takes half of full damage i did to the first creature. I have to


Ramses

AC 10+2 per spell level

HP 25 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)

AC = 12
HP = 255
Speed 60 ft.

HP

50 - 19 = 31 -11 -8 = 12hp

Saves

Mod Save
STR 18

|CON| 14

Mod Save
INT 6

Senses Passive Perception 11

Languages Telepathy 1 mile (works only with you)

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the 2 of Necrotic (Fiend) damage.

Bonus Actions

Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.


Find Steed Info

AC 10 + 1 per spell level

HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)

Speed 60 ft., Fly 60 ft. (requires level 4+ spell)

HP - 14

Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 14 +2 +2
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1

Senses Passive Perception 11

Languages Telepathy 1 mile (works only with you)

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

Bonus Actions

Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.

Log Mentions