Crooked Oath. Once a sorcerer acolyte to the god of the dead, the Urcle has sworn an unwavering oath to serve both in life as in death. The god has rejected the oath, but the will of the Urcle is so string it has siphoned some of its power and maintained a connection with the unwilling god. When the Urcle dies, it's empty body and armour fall to the floor and it's helmet magically appears in the closest unoccupied space. The Urcle is resurrected (with a of max HP equal to half its previous max HP; and that many hit points) if the helmet is reattached to the rest of the armour.
Enticing Helmet (Only when at 0 Hit Points or less). When a creature that can see the Urcle's helmet in the light starts their turn within 30 ft of the Urcle's helmet, the Urcle's helmet can force it to make a DC 12 Wisdom saving throw, or be forced to use their turn to move to the helmet and reattach it to the rest of the armour (see the Suggestion spell). Unless Surprised, a creature can avert their eyes from the helmet, negating the saving throw.
Creatures that are immune to being charmed are not affected by this effect. A creature is not affected if the helmet is in the dark and has advantage on the saving throw if it is seeing the helmet in dim light. Creatures with darkvision do not get advantage in dim light, but they are still not affected if the helmet is in darkness (magical or otherwise).
Spellcasting. The Urcle's is a 2-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). The Urcle has following Sorcerer spells prepared:
Cantrips (at will): Chill Touch, Minor Illusion
1st level (3 slots): False Life, Ray of sickness
2st level (2 slots): Deafness, Wither and Bloom (works with undead)
Multiattack. The Urcle makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6+ 6) slashing damage. damage.
Toss Skull. The Urcle has 1d12 skulls strapped to it's back. As an action the Urcle throws a skull to a unoccupied space or at a creature. If the attack hits, the skull falls to the floor to an adjacent unoccupied space, grows 6 bone spider legs (Crawling Claw reskin) and uses the dash action to get back onto the back of the Urcle. They take their action at the end of initiative.
If the ranged attack misses, the skull lands on a space adjacent to the target. Roll 1d6, if the roll is even, the skull breaks, if the roll is odd, a skeleton spawns and targets the creature that was aimed at until it dies. It takes it's turn at the end of initiative. When they die, they turn to dust. Any skeletons that remain alive after the Urcle dies use all their available actions to move towards the helmet and reattach it.
Ranged Weapon Attack. +3 to hit, range 20/60 ft. one creature. Hit: 7 (1d6+4) bludgeoning damage.
Description
A sorcerer acolyte turned paladin of the god of death; the Urcle is a hulking hunchbacked creature with long arms that sway between their legs. Their claws scrape lightly on the floor at the end of their large stick-like fingers. The Urcle is covered from head to toe in knight armour and furs, with a long bascinete jousting helmet. All the Urcle's armour has a faint copper glow whilst the Urcle is still alive.
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