Special Equipment. 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.
Spellcasting. 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/day each: bless (at 3rd level), cure wounds (at 3rd level)
Multiattack. Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.
Ruidium Warhammer. Melee Weapon Attack: +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.
Searing Wrath. Ranged Spell Attack: +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.
When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing…