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Hellrider Cleric: Difference between revisions
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== Spells and Abilities == | == Spells and Abilities == | ||
{{Feature box|Mass Healing Word}} | |||
{{Feature box|Lesser Restoration}} | |||
{{Feature box|Cure Wounds}} | |||
{{Feature box|Sacred Flame}} | |||
{{Feature box|Radiance of the Dawn}} | |||
{{Feature box|Flame Strike}} | |||
== Notes == | == Notes == | ||
* Summonable as an ally through {{SAI|Gather Your Allies (Class Action)|Gather Your Allies}} variant {{SAI|Hellrider Platoon}} if the player sides with [[Tiefling Refugees]] in [[Act One]] and saves [[Zevlor]] from [[Mind Flayer Colony]] in [[Act Two]]. | * Summonable as an ally through {{SAI|Gather Your Allies (Class Action)|Gather Your Allies}} variant {{SAI|Hellrider Platoon}} if the player sides with [[Tiefling Refugees]] in [[Act One]] and saves [[Zevlor]] from [[Mind Flayer Colony]] in [[Act Two]]. | ||
[[Category:Tieflings]] | |||
[[Category:Humanoids]] | |||
[[Category:Characters]] |
Revision as of 09:58, 11 June 2024
Hellrider Cleric | |||||||||||||
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Level 10 | |||||||||||||
Information | |||||||||||||
Race | Asmodeus Tiefling | ||||||||||||
Faction | Hellriders | ||||||||||||
Stats | |||||||||||||
Size | Medium | ||||||||||||
Type | Humanoid | ||||||||||||
Armour Class | 21 | ||||||||||||
Hit points | 102 | ||||||||||||
Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +2 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Fire | ||||||||||||
Conditions | |||||||||||||
| Movement Speed can't be reduced by and immune to paralysis and restrained. | ||||||||||||
Features | |||||||||||||
| Can attack creatures in the dark without disadvantage, up to a range of 12 m (40 ft). | ||||||||||||
| Grants resistance to fire damage. | ||||||||||||
| Reduces piercing damage by 1. | ||||||||||||
| Automatically attack an enemy moving out of your reach. |
Hellrider Cleric is summonable ally during Confront the Elder Brain if Zevlor survives Act One and Act Two.
Spells and Abilities
Notes
- Summonable as an ally through Tiefling Refugees in Act One and saves Zevlor from Mind Flayer Colony in Act Two. variant if the player sides with