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Dimma

Medium Tiefling, Lawful Evil

Armor Class 11
Hit Points 108
Speed

STR

12
( +1 )

DEX

11
( +0 )

CON

14
( +2 )

INT

14
( +2 )

WIS

10
( +0 )

CHA

20
( +5 )

Saving Throws Char d20+10 , Wis d20+5 , Con d20+2 , Int d20+2 , Str d20+1
Skills Darkvision 60ft.   Animal Handling d20+5 Arcana d20+7 Intimidation d20+10 Survival d20+5
Damage Resistances Fire Damage
Senses passive Perception 10 passive Investigation 12 passive Insight 10

Description

Personality Traits:

  • I always have a plan for what to do when things go wrong. 
  • I am a strategist, and am willing to wait for revenge.
  • I enjoy danger especially with the promise of proving my strength and intellect are superior.
  • I am highly competitive and secretive. 

Ideals

Power. I have felt the pain of powerlessness. It will not happen again.

Bonds

I am bound to hunt demons and support devils. I am hoping to earn my place as Lord Bel's General in the material plane.

Flaws

I carry grudge and will work years to exact the perfect revenge even with little real benefit to myself.

+5 Modifier (Charisma), Spell Attack d20+10 , Save DC 18

At will: Alter Self, Disguise Self, Eldritch Blast, False Life, Mage Armor, Mage Hand, Speak with Animals, Thaumaturgy, Thunderclap, True Stike

1/day: Circle of Death, Plane Shift, Demiplane

2/day: Compulsion, Conjure Elemental, Contact other Plane, Counterspell, Dimensional Door, Dream, Fear, Find Familiar, Fire Shield, Fireball, Hallow, Hold Person, Invisibility, Spiderclimb, Wall of Fire

3/day: Darkness, Hellish Rebuke


Pact of the Blade. Dimma uses her action to create a pact weapon in her empty hand. This can be any weapon she chooses and is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Dark One's Blessing. When Dimma reduces a hostile creature to 0HP, she gains 20 temp HP. Dark One's Own Luck. Once per short rest, when Dimma makes an ability check or saving throw she can add a d10 to her roll. (After seeing the roll, but before effects occur.) Fiendish Resilience. After each short or long rest, Dimma chooses one damage type to gain resistance to.  Hurl Through Hell. Once per long rest Dimma can use this feature to instantly transport a target she has hit with an attack through the lower planes. At the end of her next turn the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage. 

Actions

Dagger. Melee or Ranged Weapon Attack: d20+6 to hit, reach 5ft. or range 20/60ft. one target. Hit: 4 1d4+2 piercing damage.


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