Small humanoid (cleric, goblin, goblinoid), Lawful Good
| Armor Class | 20 (plate armor, shield) |
|---|---|
| Hit Points | 93 (17d6 + 34) |
| Speed | 30 ft., swim 30 ft. (mariner's armor) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 20 (+5) | 10 (+0) |
| Saving Throws | Cha +3, Wis +8 |
|---|---|
| Skills | Medicine +8, Religion +3, Survival +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Common, Goblin, Orc |
| Challenge | 8 |
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.
Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.
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.
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.
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)