Small Humanoid (Gnome, Paladin), Lawful Evil
Armor Class 22 Armor of Fire Resistance, Splint, Monk Slayer
Hit Points 104 (17d10 + 3)
Speed 25 ft.
STR
20 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws WIS +6, CHA +8
Skills Athletics +11, Perception +8, Stealth +8
Damage Resistances Fire
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Gnomish, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 

Spellcasting. Mercury Gorgon is a 17 level spellcaster. His spellcasting ability is 8 (spell save DC 16, +8 to hit with spell attacks). Mercury Gorgon has following Paladin spells prepared:

Cantrips (at will):  Earthen Grasp, Elemental Reflex

1st level (4 slots):  Divine Smite, Protection from Evil and Good, Shield of Faith, Stone Shield.

2nd level (3 slots):  Aid, Divine Smite, Find Steed, Protection from Evil and Good, Shield of Faith, zone of truth

3rd level (3 slots): Aid, Beacon of Hope, Dispel Magic, Find Steed, 

4th level (3 slots): Aid, Beacon of Hope, Dispel Magic, Find Steed, Freedom of Movement, Guardian of Faith, Protection from Evil and Good, Shield of Faith, zone of truth

5th level (1 slots): Aid, Commune, Beacon of Hope, Dispel Magic, Find Steed, Freedom of Movement, Guardian of Faith, Protection from Evil and Good, Shield of Faith, zone of truth

Lay On Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.

Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Pistol (Vex)

Vex. If you hit a creature with a Pistol and Deal damage to, you have Advantage on your next attack roll against that creature before the end pf your next turn.

Quarterstaff (Topple).

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Fighting Style. You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Defense. While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Paladin’s Smite. You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Channel Divinity. You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Sacred Weapon. When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

Faithful Steed. You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Aura of Protection. You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Aura of Devotion. You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Abjure Foes. As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Aura of Courage. You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Radiant Strikes.  Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Restoring Touch. When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Smite of Protection. Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Gnome Cunning. You have advantage on all intelligence, Wisdom, and Chrisma saving throws against magic. 

Superior Darkvision. Your Darkvision has a radius of 120 feet.

Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Actions

Muti attack. Mercury Gorgon can make two melee attacks, and one Ranged attack.

Monk Slayer. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: (1d6 + 5) Bludgeoning damage.

Extra 3d8 +40 bludgeoning damage to any Monk, and Monk multiclass.

+4 to AC

When you're subjected to an effect that allows to make a strength, Dexterity, or Constitution saving throw to take half damage, you instead take no damage if you succeed on the saving throw and only half damage on a failure. You don't benefit from the feature if you have the incapacitated condition.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

 

 

Fighter Slayer. Ranged Weapon Attack: +8 to hit, range 25/25+ ft., at disadvantage 1 target. Hit: 1d10+2 piercing damage.

Extra 3d6 + 35 piercing damage to any fighter or fighter multiclass.

After a successful attack roll, roll a d20 (DC 15), if succeeded, you regain an action. This can be repeated.

Once at the end of your turn, roll d20 (DC 10) if you fail, your pistol jams, requires a bonus action to unjam.

This pistol holds 7 rounds. Requiring a bonus action to reload.

Vex. If you hit a creature with a Pistol and Deal damage to, you have Advantage on your next attack roll against that creature before the end pf your next turn.

Unarmed Strike. Melee weapon attack: +11 to hit, reach 5 ft., 1 target, Hit: 6 bludgeoning damage + 1d8 Radiant Damage.

Channel Divinity. You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Abjure Foes. As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Radiant Strikes.  Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Sacred Weapon. When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Bonus Actions

Unjam. You can unjam your pistol.

Reload. You can reload your pistol.

Spells. Divine Smite, Shield of Faith, Stone Shield

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Lay On Hands Heal. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

Lay On Hands Healing Pool. You have a pool of healing that replenishes when you finish a Long Rest. With that pool, you can restore a total of 89 HP.

Lay On Hands Restoring Touch. When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature. 

Smite of Protection. Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

 

Reactions

Opportunity Attack. When a creature leaves your combat range, you can make one attack on that creature.

Spells. Elemental Reflex

Description

Mercury Gorgon, a name that strikes fear into the hearts of even the bravest warriors. Standing as a Brigadier General for Fay Works, Gorgon is a Deep Gnome whose medium stature belies a presence of sheer ferocity and unyielding determination.

With a life forged in the fires of countless battles, Mercury Gorgon epitomizes the brutal efficacy and relentless drive of Fay Works' military machine. His loyalty lies unwaveringly with Larldir, the God of Hatred and Vengeance, to whom he has sworn a sacred oath as a Paladin. This allegiance imbues him with a dark, divine power, channeling the raw, primal forces of hatred and vengeance into his every action.

Mercury Gorgon is a figure shrouded in both mystery and terror. His deep gnomish features, once gentle and unobtrusive, have been hardened by years of warfare and divine fury. His eyes, once filled with curiosity, now burn with an intense, unquenchable rage, a testament to his devotion to Larldir. His skin, dark and ashen, is etched with intricate scars and runes that pulse with a sinister glow.

Clad in imposing armor of dark steel, adorned with the sigils of Fay Works and Larldir, Gorgon cuts an intimidating figure on the battlefield. His presence is further amplified by the spectral aura of vengeance that surrounds him, causing even the bravest to falter in his wake.

A veteran of many conflicts, Mercury Gorgon's most legendary feat came during the Battle of Killerbridge. Amidst the chaos and carnage, he stood as an unyielding bastion of fury, personally slaying hundreds of fighters with ruthless efficiency. His weapons, an intricate staff created by Jock Longheart himself made to slay Monks, and an intricate made handgun with runes carved known as a fighter Slayer, becomes an extension of his will, crushing enemies with bone-shattering force.

Gorgon's combat style is a blend of calculated precision and raw, unrelenting aggression. He moves with a grace that defies his medium size, each strike a testament to his martial prowess and divine empowerment. On the battlefield, he is both a strategic commander and a relentless executioner, embodying the perfect fusion of tactical acumen and brutal strength.

Habitat: Urban

Jack_The_Dungeon_Master

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