Medium Humanoid, Neutral Evil
Armor Class 15 (Mage Armor)
Hit Points 36 (8d8)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws WIS +5
Skills Arcana +6, Investigation +6, Religion +6
Damage Resistances Fire
Senses Passive Perception 14
Languages Common, Celestial, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks). The spellcaster has following spells prepared:

Cantrips (at will): fire bolt, green-flame blade, mind sliver

1st level (4 slots): burning hands, shield, sleepmage armor

2nd level (3 slots): hold personmisty step

3rd level (2 slots): counterspellfireball

Potent Cantrips. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.

Belt of Returning. Any thrown one handed weapons return to the belt at the end of the turn.

Actions

Multiattack. Zariel's Acolyte makes two melee or ranged attacks with it's Daggers. If his action is used to cast a cantrip, he can use a bonus action to make 1 melee or ranged dagger attack.

Flame Daggers. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage + (1d4) fire damage

Description

Is proficient with any armor, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.

Lair and Lair Actions

Zariel Acolyte's Lair

The Acolyte's lair is a dark room dimly lit with candles that has sigils scrawled onto the floor and walls with a red glowing tinge.

Lair Actions

On initiative count 20 (losing initiative ties), the Acolyte takes a lair action to cause one of the following effects; the acolyte can’t use the same effect two rounds in a row:

  • Flames erupt from a point on the ground/wall the Acolyte can see within 60 feet of it, creating a 5-foot-high, 5-foot-radius circle of flames. Each creature in the circle's area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
  • Smoke form a cloud in a 10-foot-radius sphere centered on a point the Acolyte can see within 60 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2021 12:01:26 AM
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0
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11/19/2021 12:09:37 AM
8
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1.3
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1/14/2022 10:58:41 PM
9
0
1.4
Coming Soon
SamWise37

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