Dermot Wurder (Tier 3)

(Critical Role: Call of the Netherdeep)

Small humanoid (cleric, goblin, goblinoid), Lawful Good

Armor Class20 (plate armor, shield)
Hit Points93 (17d6 + 34)
Speed30 ft., swim 30 ft. (mariner's armor)
STRDEXCONINTWISCHA
18 (+4) 12 (+1) 14 (+2) 10 (+0) 20 (+5) 10 (+0)
Saving ThrowsCha +3, Wis +8
SkillsMedicine +8, Religion +3, Survival +8
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 15
LanguagesCommon, Goblin, Orc
Challenge8

Traits

Special Equipment.

Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.

Actions

Multiattack.

Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.

Ruidium Warhammer.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage.

Searing Wrath.

Ranged Spell Attack Roll: +8 to hit, range 60 ft., one creature. Hit: 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.

Spellcasting

Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):

At will: guidance, light, spare the dying

1/day: revivify

2 each/day: bless (at 3rd level), cure wounds (at 3rd level)