Innate Spellcasting. The anchorite’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: augury, bless, lightning bolt (8d6 damage), revivify
3/day: thunderwave (2d8 damage)
Shapechanger. The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Multiattack. The Anchorite Cultist Guard makes three attacks.
Bone Longbow. Ranged Attack Roll: +12 to hit, range 150/600 ft., one target. Hit: 27 (1d12 + 4) piercing damage plus 18 (3d4) Necrotic damage
FEMUR BONE Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage plus 9 (2d6) force damage.
Clawed Gauntlet (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Tusk (Boar Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
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