Medium Humanoid (Half-Orc, Shapechanger), Neutral Evil
Armor Class 16 Chain Armor
Hit Points 64 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
9 (-1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Damage Resistances Lightning
Condition Immunities Blinded, Charmed, Deafened
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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. 

Monster Tags: Shapechanger

NinetySixProof

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