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Odium (5e)

 5th edition Varied 
GoS, SRD5

Odium (Individual) [1]

Lineage: Human
Class: Cleric
CR: 3 (700)
Alignment: Neutral Evil
Affiliations: Ozymandias


Unofficial Summary: Odium is a cultist (Cult Fanatic of an unspecified cult.

Odium (Individual) (NPC) [1] [2] [3]
Medium Humanoid (Humans, Cultists, Cult Fanatics, Clerics), Neutral Evil
Armor Class: 13 (leather armor)
Hit Points: 33 (5d8+6)
Speed: 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Skills: Deception +4, Persuasion +4, Religion +2
Senses: passive Perception 11
Languages: Any one language (usually Common)
Habitat: Urban
Challenge: 2 (450 xp)Proficiency Bonus (PB): +2

Features

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Widsom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The fanatic makes two melee attacks.

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


Found in AdventuresEdit


Sources and NotesEdit

  1. 1.0 1.1 Mike Mearis (2019). Ghosts of Saltmarsh. (5e 2014) Wizards of the Coast. ISBN 0-7869-1640-0. p. 102-103, 106-107. (Isle of the Abbey (5e)) Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Odium uses the Cult Fanatic (NPC) stat block from the SRD5; licensed: OGL & CC-BY
  3. habitat (Urban) - suggested by "Cult Fanatic" Dungeon Master's Guide (5e) p.302-305

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