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Mijona Dariz "Mothmoon"

3 Level (0/2700 XP for level-up) Haunted one Background Shadow Fey Race / Species / Heritage Neutral Alignment
Warlock
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
16
+3
27
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+5 Deception CHA
+0 History INT
+0 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +5 1 Action 120 Instantaneous 1d10 VS
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 10th level, four beams at 15th level, and five beams at 20th You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Mage Hand +5 1 action 30 ft 1 minute VS
 Notes:Spectral floating hand appears at a point you choose within range. Than hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30ft away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand cannot attack, activate magic items, or carry more than 10 pounds.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +5 1 action Touch Instantaneous 3d10 VS
 Notes:At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Hellish Rebuke +5 Reaction 60 feet Instantaneous 2d10 V, S
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Hex 1 bonus action Concentration, up to 1 hour 1d6 V, S, M
 Notes:You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Inflict Wounds +5 1 action Touch Instantaneous 3d10 + VS
 Notes:At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Hellish Rebuke +5 Reaction 60 feet Instantaneous 2d10 + V, S
 Notes:You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Spider Climb 1 action touch Concentration, up to 1 hour VSM
 Notes:Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages
Common
Elfish
Umbral
Sylvan
Void Speech

Proficiencies
Armor: Light armor
Weapon: Simple weapons

Languages & Proficiencies
I don’t talk about the thing that torments me.
I’d rather not burden others with my curse.
I refuse to become a victim, and I will not allow others to be victimized.

Personality Traits
I have a dark calling that puts me above the law.

Ideals
I feel no compassion for the dead. They’re the lucky ones.

Bonds
I feel no compassion for the dead. They’re the lucky ones.

Flaws


™ & © 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.

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Monster Manual

Zzazik CR: 1

Tiny fiend (devil), lawful evil
Armor Class: 13
Hit Points: 10 (3d4 + 3) 3d4+3
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 11
Languages: Infernal, Common
Challenge Rating: 1
Imp by WotC

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Devil's Sight. Magical darkness doesn't impede the imp's darkvision.   Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 3d6 poison damage on a failed save, or half as much damage on a successful one.   Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

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Monster Manual

Imp CR: 1

Tiny fiend (devil), lawful evil
Armor Class: 13
Hit Points: 10 (3d4 + 3) 3d4+3
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 11
Languages: Infernal, Common
Challenge Rating: 1
Imp by WotC

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Devil's Sight. Magical darkness doesn't impede the imp's darkvision.   Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 3d6 poison damage on a failed save, or half as much damage on a successful one.   Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

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