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Murolis Nuxoloa

1 Level (0/300 XP for level-up) Background Race / Species / Heritage Alignment
Beastbound Templar
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
18
+4
DEX
10
+0
CON
14
+2
INT
11
+0
WIS
12
+1
CHA
18
+4
12
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Felira CR: 1/2

Large war horse,
Armor Class: 13
Hit Points: 19
Speed:

STR

18 +4

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Challenge Rating: 1/2
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Statblocks for race/species of the character.

PHB, Homebrew, MotM

Tiefling

Tieflings outside the Acapellago are rare. After several deals were being made in Dixieland, though, they are a more common sight in the island chain. Many tieflings end up orphans for one reason or another. Those who do grow up with at least one parent, often the human parent, may be a bit more accepted by their local town. Overall, tieflings learn a significant modicum of self-reliance early in life and are slow to trust others.

If playing with achievements and milestones, choosing this race at character creation grants the player the achivement "Devil in Me."

ability score increase: Your Intelligence score increases by 1 and your Charisma score increases by 2. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
age: Tieflings mature at the same rate as humans but live a few years longer.
alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Infernal.
race features:

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so after you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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Created by

Uliptis.

Statblock Type

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