Medium Aberration, Lawful Evil
Armor Class 14
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 20 ft.
STR
14 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
16 (+3)
Skills Athletics +4, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious: The acolyte can breathe air and water.

Third Eye: The aberrant acolyte has advantage on
Wisdom (Perception) checks that rely on sight.

Innate Spellcasting: The aberrant acolyte’s innate
spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). It can innately cast the following
spells, requiring no material components.

At Will:
Dancing Lights: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.

Minor Illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC (spell save DC 13). If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw (spell save DC 13) or take (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

3/Day:
Disguise Self:  You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC (spell save DC 13).

Silent Image: You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC (spell save DC 13). If a creature discerns the illusion for what it is, the creature can see through the image.

Suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw (spell save DC 13). On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.

1/day:
Fear: You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw (spell save DC 13) or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw (spell save DC 13). On a successful save, the spell ends for that creature.

Actions

Multiattack: The acolyte makes two melee attacks.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) piercing damage plus 2 (1d4)
psychic damage.

Tentacle: Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) bludgeoning damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 12). Until this grapple ends, the target is
restrained and the aberrant acolyte can’t make tentacle
attacks against other targets.

Psychic Lash (3/Day): The acolyte psychically assaults the
mind of a target within 30 feet. The target must succeed
on a DC 13 Intelligence saving throw or take 11  (2d10)
psychic damage.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2023 4:44:56 AM
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Monster Tags: aberration

CoolNoah

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