Arncoril Oloxalim's Page


Backstory here.


Description here.

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Arncoril Oloxalim

Medium humanoid (half-elf), chaotic good
Armor Class 13 Leather
Hit Points 21 (3d8 + 3)
Speed 30 ft.
9 (-1) 15 (+2) 12 (+1) 12 (+1) 12 (+1) 16 (+3)

Saving Throws WIS +3, CHA +5
Skills Arcana +3, Insight +3, Investigation +3, Perception +3, Religion +3, Survival +3
Condition Resistances Charmed
Condition Immunities Sleep
Senses Darkvision 60 ft., Passive Perception 13, Passive Investigation 13, Passive Insight 13
Languages Almebezbik, Abyssal, Deep Speech, Elvish

Fey Ancestry. Arncoril has advantage on saving throws against being charmed and magic cannot put him to sleep.

Dark One's Blessing. When Arncoril reduces a hostile creature to 0 HP, he gains 6 temp HP.

Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Spellcasting. Arncoril is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following warlock spells prepared:

Cantrips (at will): eldritch blast, prestidigitation

2nd level (2 slots): armor of Agathys, find familiar, hellish rebuke, hex, scorching ray


Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage and he can push the creature up to 10 feet away from him in a straight line.

Scorching Ray. Ranged Spell Attack: +5 to hit, range 120 ft., one, two or three (three rays) targets. Hit: 7 (2d6) fire damage each ray.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.