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Flip the Herald

Challenge
Tags
Terrain
str
16
dex
13
con
15
int
10
wis
10
cha
15

AC 19 (+1 full plate)

HP 52 (8d8 + 16; bloodied 26)

Speed 25 ft.


Proficiency +2; Maneuver DC 13

Saving Throws Str +5, Con +4, Wis +2

Skills Athletics +5, History + 2, Perception +2

Senses passive Perception 12

Languages Common, Halfling


Divine Smite (2/ Long Rest ). When Flip hits a creature with a weapon attack he can choose to deliver a divine smite that deals an additional 9 (2d8) radiant damage.

Fearless. Flip is immune to the effects of the frightened condition, whether caused by magic or by natural phenomena.

Halfling Nimbleness. Flip can move through the space of any creature that is of a size larger than him.

Loyal Steed. Flip’s trusted mount is a mastiff named Roger.

Lucky. When Flip rolls a 1 on the d20 for an ability check , attack roll , or saving throw , he can reroll the die and must use the new roll.

Spellcasting. Flip is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): guidance , light , resistance

1st-level (4 slots): cure wounds , wind up

2nd-level (2 slots): force of will , magic weapon


ACTIONS

Multiattack. Flip attacks twice with their greatsword.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If flip moves at least 20 feet straight towards the target before the attack, he deals an extra 6 (1d12) piercing damage, and the target makes a DC 13 Strength saving throw , falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Knightly Inspiration (1/Day). Flip inspires creatures of his choice within 30 feet that can hear and understand him. For the next minute, inspired creatures gain an expertise die (1d4) on attack rolls and saving throws . A creature can benefit from only one Knightly Inspiration at a time, and Flip cannot target himself.

Cure Wounds (1st-Level; V, S). Flip touches a willing living creature, restoring 6 (1d8+2) hit points to it.

Wind Up (1st-Level; V, S). Flip gains advantage on the next melee attack roll he makes in the next 8 hours.


REACTIONS

Force of Will (2nd-Level; V, S). If Flip takes damage, he reduces it by 13 (2d10+2).

 

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.