Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. Zurkemuth has advantage on saving throws against being charmed or frightened.

Spellcasting. Zurkemuth is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Zurkemuth has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. Zurkemuth makes two melee attacks.

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

Description

Zurkemuth is an evil artificer who founded an 'ultra-militaristic safety-patrol'. Zurkemuth and his group of extremist terrorists have robbed Icemoor of precious materials for years now. After years of prosecution by city soldiers, the last remnants of Zurkemuth's gang has been hiding out in a local cave outside of Icemoor.

Monster Tags: NPC

Habitat: Urban

KY101

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