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Ogre Warlock

STR 19 (+4) Dex 8 (-1) Con 16 (+3) Int 12 (+1) Wis 14 (+2) Cha 18 (+4)
Dark Vision 60’ Speed:30
HP: 81 AC: 13 Prof Bonus: +3
Proficient saves: Wisdom (+5) Charisma (+7)
Spell attack: +4 Spellsave: 15

Spells:
Cantrips: create bonfire, mage hand, Infestation (hungry swarm), guidance, prestidigitation,
eldritch blast
 Summon Aberration: Starspawn HP: 40 AC: 15 Speed: 30
Whispering Aura: At the start of each of the aberration’s turns, each creature within 5 feet of the
aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic
damage, provided that the aberration isn’t incapacitated.

Multi-attack: 2x Psychic Slam Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d8 + 7
psychic damage

 Bonebreak: DC15 con save, or you feel your bones warp and break: 2d10+4
bludgeoning damage that ignores resistance. Until you receive magical healing or a long
rest your maximum hp is reduced by the damage amount, and your speed is halved.

 Hunger of Uru:
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-
foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting
for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be
heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that
starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must
succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub
against it.
 Mouth of Uru
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the
duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the
creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be
restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is
already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its
choice) against your spell save DC. On a success, it frees itself.

Invocations:

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other
creatures. You can telepathically speak to any creature you can see within 30 feet of you. You
don't need to share a language with the creature for it to understand your telepathic utterances,
but the creature must be able to understand at least one language.

Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed
strike into good luck for yourself. When a creature makes an attack roll against you, you can use
your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll
against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Armor of Uru: can cast mage armor unlimited times per day.

Regular ass attacks


GreatSword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.

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