Dark Devotion. The Archivist has advantage on saving throws against being charmed or frightened.
Earth Walking. The Archivist can walk through nonmagical, unworked earth and stone. While doing so, the Archivist does not disturb the material he moves through.
Innate Spellcasting. Archivist’s innate spellcasting is Charisma (spell save DC 14). Archivist can innately cast the following spells, requiring no material components:
At will: Mold Earth
1/day each: Slow, Wall of Stone
Spellcasting. The Archivist’s is a 10th–level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Archivist has the following cleric spells prepared:
Cantrips (at will): Guidance, Mending, Spare the Dying, Thaumaturgy, Toll the Dead
1st level (4 slots): Bane, Command, Cure Wounds, Guiding Bolt
2nd level (3 slots): Aid, Blindness/Deafness, Hold Person, Spiritual Weapon
3rd level (3 slots): Glyph of Warding, Mass Healing Word, Revivify
4th level (3 slots): Death Ward, Guardian of Faith
5th level (2 slots): Flame Strike, Greater Restoration
Multiattack. The Archivist makes two stone claw attacks.
Stone Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
Infectious Petrification (2/Short or Long Rest). As an action, the Archivist can force a creature he can see within 30 feet to make a DC 17 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Primal Frenzy (1/Day). As a bonus action, the Archivist can choose to enter a state of relentless fury for one minute. During the duration the Archivist gains an additional melee stone claw attack when he takes the attack action on his turn, all of his melee stone claw attacks are made with advantage, and his walking speed increases by ten feet. The Archivist can end the state early as a free action. While in a Primal Frenzy, the Archivist cannot cast spells or concentrate on them, but he can activate his Infectious Petrification ability if he chooses to.
Description
The Archivist appears as an old man with rough skin and white dreadlocks that clatter as he moves. These resemble stalagmites in their calcified state. He is garbed in a stiff grey robe.
The Archivist, who has long since forgotten his own name, sees himself as the caretaker and curator of the Temple of the Opal Goddess. That is where he waited for his goddess to awaken. When Lira was successful in gaining her power back from the Opal, she rewarded the Archivist with a place at her side as her High Priest and trusted adviser. The Archivist now serves Lashpera from his new temple within the cliff behind The Dark Delight. Aiding his goddess in growing her cult and influence.
Combat. The Archivist almost never leaves his Temple. He knows every stone and curve of it. Before combat begins he will try to cast aid and death ward on himself and his allies if able. While in his temple he is accompanied by his most loyal fellow cultist. Roll 3 (1d4 + 1) for the number of cultist with the Archivist. The cultist use the Black Earth Cultist or the Cult Fanatic stat block.
Lair and Lair Actions
The Secret Temple of the Opal Goddess
The Archivist lives inside his new Temple of the Opal Goddess. The temple is only accessible through a secret door in the back room of the Dark Delight, and behind a large portrait. The portrait is that of a nude feminine medusa holding a spear in one hand and the still bleeding head of a man in the other. The door is both magical and mechanically sealed, requiring a DC 20 Intelligence Investigation or Wisdom (Perception) skill check to even notice it.
To open the door requires two things; the characters must succeed on a DC 22 lock picking skill check, and the magical seal must be successfully dispelled with a DC 19. If either of these two checks fail, the trap will be set off. The trap is a cloud of poisonous gas that fills the room. All creatures inside the room must succeed on a DC 19 Constitution saving throw. On a failed save, a creature takes 54 (12d8) poison damage and be poisoned until cured. On a successful save, a creature takes half damage and is not poisoned. The characters can also play the selected musical notes on the piano in the same room, deactivating the trap and opening the door.
Once you are through the secret entrance you must travel down a tunnel of nature stone that leads about 200 feet into the cliff that rest behind the Dark Delight. If the Archivist is aware of your forced entry then he will try to buy himself some time by creating a glyph of warding or a guardian of faith along the path.
The Temple is a large underground structure with beautiful pillars and arches of white and black marble and veins of glowing gold. Oak benches fill the prayer hall facing a 12 foot opal statue of Lashpera in her true demon form. At the base of the statue is a large dark blood stained stone alter with manacles hanging from the sides.
Previous Versions
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