Skip to main content

The Jeweler




"Several someones slit this bastard's throat and stuck him full of daggers. That much be clear from the weapons still lodged in his corpus and the ever-bleedin' wound.

I reckon one o' them carved out his eyes n' replaced it with gems. I wished they hadn't with the way those damn things gleam. Even give me the willies, which aint easy.

They also seem to be the source of his ability to gather a new ill-begotten fortune on this side o' the grave. Save he's converting suffering directly inta currency.

Do the world a favor n' cash this fella in, will ya?"

-Fossor Carvilius Graeme

The Jeweler

Medium undead, neutral evil

Armor Class 14

Hit Points 105 (14d8 + 42)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 18 Con 16 Int 11 Wis 16 Cha 17

Skills: Insight +6

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Damage Immunities cold, necrotic, poison

Damage Immunities cold, necrotic, poison

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darksight 60ft, passive Perception 13

Languages Common

Challenge 8 (3,900 XP)

Avarice Regeneration.

The ghost regains 1 hit point at the start of its turn for each active Soul Gem it has if it has at least 1 hit point.

Death Storm.

The Jeweler may make an additional death bolt attack for every 2 active Soul Gems it has active.

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack.

The ghost makes two withering touch attacks.

Death Bolt.

Melee Spell Attack: +7 to hit, reach 60/120 ft., one target. Hit: 10 (2d6+3) necrotic damage.

Withering Touch.

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 17(4d6+3) necrotic damage.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Reactions

Soul Gem.

If the ghost enters the square of a creature with an intelligence greater than 4 that is at 0 hit points, it may use its reaction to form a precious stone out of its soul. The creature automatically dies and cannot be restored to life by any means until its Soul Gem is retrieved or the Jeweler is destroyed.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...