{"name":"Eloin","race":"Halfling","profession":"Rei de Elturel","challenge_rating":"11","proficiency_bonus":"+4","size":"Small","languages":"Common, Halfling, Celestial","alignment":"Any","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"22 (plate +2, shield)","hit_points":"80 (10d8+30)","strength":"10","dexterity":"16","constitution":"14","intelligence":"8","wisdom":"20","charisma":"10","base_movement":"25","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"Passive Perception 20","skills":"Acrobatics +7, Medicine +10, Perception +10, Religion +3, Stealth +7","saving_throws":"Wis +10, Cha +4","damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","spellcasting":"[b]Spellcasting.[\/b]\r\nEloin is a 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Eloin has the following cleric spells prepared:\r\n[br]\r\nCantrips (at will): chill touch, sacred flame, guidance, light, toll the dead\r\n[br]\r\n1st level (4 slots): cure wounds, guiding bolt, healing word, inflict wounds, sanctuary, protection from evil and good, bless\r\n[br]\r\n2nd level (3 slots): ray of enfeeblement, prayer of healing, blindness deafness, spiritual weapon, warding bond, augury, enhance ability\r\n[br]\r\n3rd level (3 slots): animate dead, vampiric touch, mass healing word, dispel magic, remove curse, revivify\r\n[br]\r\n4th level (3 slots): blight, death ward, stone shape\r\n[br]\r\n5th level (2 slots): antilife shell, commune, summon celestial, greater restoration, holy weapon\r\n[br]\r\n6th level (1 slot): circle of death","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Lucky.[\/b]\r\nWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.\r\n\r\n[b]Brave.[\/b]\r\nYou have advantage on saving throws against being frightened.\r\n\r\n[b]Halfling Nimbleness.[\/b]\r\nYou can move through the space of any creature that is of a size larger than yours.\r\n\r\n[b]Special Equipment.[\/b]\r\nEloin has a Amulet of the Devout, a Rapier +1 and a Plate Armor +2.\r\n\r\n[b]Improved Animate Dead.[\/b]\r\nThe power of Kelemvor allows you to create powerful undead creatures.\r\n[br]\r\nWhenever you use the Animate Dead spell you can target any corpse of Medium or smaller creatures, not only humanoids. You can still choose to animate the target as a skeleton or a zombie.\r\n[br]\r\nIn addition, any undead you create have 8 for it's WIS and INT scores. Zombies animated by you can wield any simple weapons, as long as it makes sense, but can't use any armor. Skeletons animated by you can wield any simple or martial weapons and can use any light or medium armor.\r\n\r\n[b]Life Ward Tattoo.[\/b]\r\nWhen you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.\r\n\r\n[b]Inescapable Destruction.[\/b]\r\nEloin's cleric ability to channel negative energy becomes more potent. Necrotic damage dealt by the his cleric spells and Channel Divinity options ignores resistance to necrotic damage.\r\n\r\n[b]Divine Strike.[\/b]\r\nEloin has the ability to infuse his weapon strikes with necrotic energy. Once on each of his turns when he hits a creature with a weapon attack, he can cause the attack to deal an extra 1d8 necrotic damage to the target.\r\n\r\n[b]Divine Intervention.[\/b]\r\nEloin can call on Kelemvor to intervene on his behalf when the need is great. Imploring his deity's aid requires him to use your action. He can describe the assistance he seeks, and roll percentile dice. If he rolls a number equal to or lower than 11, Kelemvor intervenes. The DM chooses the Nature of the intervention; the Effect of any Cleric spell or Cleric domain spell would be appropriate. If Kelemvor intervenes, he can't use this feature again for 7 days. Otherwise, he can use it again after he finishes a Long Rest.","actions":"[b]Rapier +1.[\/b]\r\nMelee Weapon Attack:+8, Reach 5 ft, one target\r\nHit: 5 (1d8+3+1) piercing + 1d8 necrotic damage\r\n\r\n[b]Channel Divinity (3 per Short Rest).[\/b]\r\nEloin channels divine energy directly from Kelemvor, using that energy to fuel magical Effects. He can choose one of such effects: Turn Undead or Touch of Death.\r\n\r\n[u]Turn Undead[\/u]\r\n[br]\r\nEloin presents his holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear him within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an Undead of CR 2 or lower fails its saving throw against Turn Undead, the creature is instantly destroyed.\r\n[br]\r\nA turned creature must spend its turns trying to move as far away from Eloin as it can, and it can't willingly move to a space within 30 feet of him. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.\r\n\r\n[u]Touch of Death[\/u]\r\n[br]\r\nEloin can destroy another creature's life force by touch. When he hits a creature with a melee attack, he can uses his Channel Divinity to deal 27 extra necrotic damage to the target.","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"982174","world":"ce2b46bd-80df-4bfd-8156-1949c9552165","folder":"14026"}