Medium Humanoid (Human), Any Alignment
Armor Class 15 Elemental Warding
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +5, WIS +7, CHA +5
Skills Arcana +5, Insight +5, Religion +7
Damage Resistances Cold, Fire, Lightning
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Common, Primordial
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Elemental Attunement

At the start of each of its turns, the Acolyte calls upon one of five elemental spirits, gaining one of the following effects until the start of its next turn:

  • Fire: Its attacks deal an extra 1d4 fire damage.

  • Water: It gains resistance to all damage.

  • Earth: Its AC increases by 1 and it cannot be knocked prone.

  • Air: Its speed increases by 20 ft. and attack rolls against it have disadvantage.

  • Spirit: It regains 5 hit points and can cast a cantrip as a bonus action.

Spellcasting

The Acolyte is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): produce flame, gust, ray of frost, guidance
1st level (4 slots): absorb elements, shield, cure wounds
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fireball, tidal wave
4th level (1 slot): ice storm

Elemental Pulse (Recharge 6)

The Acolyte releases a blast of chaotic elemental energy in a 20-foot radius centered on itself. Each creature of its choice in the area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 4d6 damage (choose fire, cold, lightning, or thunder individually per target) and is pushed 10 feet away. On a successful save, the creature takes half damage and is not pushed.

Actions

Multiattack

The Acolyte makes two spell attacks or uses Spellstrike twice.

Spellstrike

Melee or Ranged Spell Attack: +7 to hit, range 60 ft. or reach 5 ft., one target.
Hit: 2d8 elemental damage (choose fire, cold, or lightning).

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Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

garlLc_bread

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