Undying Nature. The acolyte does not require food, water, sleep, or air to survive.
Spellcasting. The acolyte is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +5 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): eldritch blast, sacred flame, toll the dead
1st level (4 slots): bane, Inflict Wounds, sanctuary
2nd level (3 slots): hold person,silence
3rd level (3 slots):animate dead,bestow curse,spirit shroud
4th level (2 slots): stoneskin,
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The acolyte has 4 legendary actions that is gets at the start of its turn.
Undying Vigor (4 actions). The acolyte regains 1d8 + 8 hit points. If it is stunned, he recovers.
Cantrip (1 action). The acolyte casts a cantrip.
Spell (3 actions). The acolyte can cast one spell of 1st level or higher.
Lair and Lair Actions
The lair has initiative count 20 (losing initiative ties). Only one action can be used at a time.
Release the Horde. The acolyte can release a various number of different types of zombies. It has a cooldown based on the type of zombie released.
Basic Zombies - Release a group of 4 basic zombies. Cooldown of 1 round.
Oil Slicks - Release 2 Oil-slicks. Cooldown of 3 rounds.
Jockeys - Release a group of 3 jockeys. Cooldown of 4 rounds.
Hulking Horror - Release one Hulking Horror. Cooldown of 5 rounds.
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