Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (Chain shirt)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Skills Deception +3, Intimidation +3, Religion +2
Senses Passive Perception 11
Languages Common, (any other one language)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The Orator has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The Orator makes a melee attack and uses toll the dead, or the orator casts toll the dead, and Dark enforcement.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6+1) bludegoning damage.

Toll the Dead. Ranged Spell Attack: Wis save DC 12, range 60 ft., Hit: 5 (1d8) or if a creature is already damaged, Hit: 7 (1d12) necrotic damage.

Dark Enforcement (recharge 6). As an action the Orator target's up to three creatures within 60ft. of it, a creature targeted by this effect must make a DC 12 Charisma saving throw, or until the end of the Orator's next turn, the target subtracts a d6 from attacks and saving throws. on success, a creature is not affected by Dark Enforcement.

Description

Cult Orator are often part of a cult's leadership and greater forces within the cult, using their force of personality and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. usually using their presence to ensure order from those they are trying to convert or those whom they are trying to keep in the dark. 

Monster Tags: NPChumanoid

Habitat: Urban

LionSoul378

Comments

Posts Quoted:
Reply
Clear All Quotes