Proficient with all simple weapons, all types of armor and shields; rebuke undead 7/day; spontaneous casting (inflict spells); clerical domains: Destruction (smite 1/day, +4 attack, +8 damage), Evil (cast evil spells at +1 caster level)
Balance -1, Concentration +8, Handle Animal +9, Intimidate +9
Blind-Fight, Combat Casting, Mounted Combat, Power Attack
Spells Prepared (0/5+1/5+1/3+1/2+1; base DC = 13 + spell level): 1st—cause fear, doom, inflict light wounds (2), command (2); 2nd—hold person (2), resist elements, shatter, silence, spiritual weapon; 3rd—blindness/deafness, dispel magic, magic circle against good, prayer; 4th—circle of doom, inflict critical wounds (2).
Nightbringer +10/+5 melee (1d8+4)
Nightbringer, Verminaard's Dragonhelm, +2 full plate armor, cape
Nightbringer: +2 heavy mace. On a successful hit the victim must make a Fortitude save (DC 16) or be blinded for 2d6 rounds. If a character of good alignment attempts to hold Nightbringer he must make a Fortitude save (DC 18 = DC 16 + 2) or be permanently blinded.
Verminaard's Dragonhelm: This grotesque helm and visor grants evil clerics a bonus second level spell.
(Conversion Note: Verminaard's Dragonhelm was added to allow Verminaard to cast 5 second level spells per the original character description)
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