Medium Humanoid, Lawful Good
Armor Class 13 (leather armor)
Hit Points 94 (17d8 + 17)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +5, WIS +8, CHA +7
Senses Darkvision 60 ft, Passive Perception 18
Languages Abyssal, Celestial, Common, Elvish, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Equipment. In addition to his +1 sword cane and silvered light crossbow and dagger, Rictavio wears a hat of disguisegoggles of night and a ring of mind shielding, and he carries a spell scroll of raise dead. Rictavio also has 6 wooden stakes.

Assassinate. During his first turn, Rictavio has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Rictavio scores against a surprised creature is a critical hit.

Cunning Action. On each of his turns, Rictavio can use a bonus action to take the Dash, Disengage, or Hide action.

Spellcasting. Rictavio is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:

Cantrips (at will): guidance, light, mending, thaumaturgy

1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary

2nd level (3 slots): augury, lesser restoration, prayer of healing, protection from poison

3rd level (3 slots): magic circle, remove curse, speak with dead

4th level (3 slots): death ward, freedom of movement

5th level (2 slots): dawn, dispel evil and good

Skulker. Rictavio can hide when he is lightly obscured from the creature from which he is hiding. When he’s hidden from a creature and misses it with a ranged weapon attack, making the attack doesn’t reveal his position. Dim light doesn’t impose disadvantage on his Wisdom (Perception) checks relying on sight. 

Sneak Attack. Once per turn, Rictavio deals an extra 7(2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Rictavio that isn't incapacitated and Rictavio doesn't have disadvantage on the attack roll.

Vampire Killer:  Rictavio can use a stake as if it is a dagger (use silvered dagger statistics for attack and damage rolls). When used this way on a restrained vampire or vampire spawn, the stake goes into their chest and they cannot use their regeneration trait until the stake is removed with an action or if they transform into mist.

Undead Slayer. When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon’s type.

Actions

Turn Undead. Undead within 30 ft. of Rictavio must succeed on a DC 15 Wisdom saving throw. If the Undead fails its saving throw, they are turned for 1 minute or until they take damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can’t willingly move to a space within 30 ft. 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. Undead with CR 1 or less are automatically destroyed on a failed save.

Multiattack. Rictavio makes two attacks with his sword cane or light crossbow.

Sword Cane (+1 magic weapon). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage (wooden cane) or 6 (1d6 + 3) piercing damage (silvered sword).

Crossbow (Silvered Ammo). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage (silvered arrows)

Silvered Chain (Silvered weapon). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target must succeed on a DC 14 Dexterity saving throw or suffer the grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and Rictavio can’t grapple another target. Undead make the Dexterity Saving Throw and Escape Throws with disadvantage. When grappling a creature in this manner Rictavio can make a melee attack with a light weapon (Dagger or Stake) as a bonus action.

Silvered Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage (Silvered Dagger)

Reactions

The Final Word: Rictavio has a permanent glyph of warding tattooed on his neck that cannot be dispelled. It activates if he's brought to 0 hp by the bite of a vampire, if Rictavio's creature type changes to undead, or if he chooses to say “Erasmus, I’m coming home” in Celestial. He may choose to activate it this final way as a reaction if brought to 0 hp before he dies or falls unconscious. Upon activation all targets in a 20 ft. radius of Rictavio must make a Dexterity saving throw or take 44 (8d8 +8) radiant damage on a failed save or half as much (rounded up) on a successful one. Rictavio automatically fails this save and is disintegrated along with all of the items on his person.

Previous Versions

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Monster Tags: NPC

StabbyOScrotum

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