Medium Humanoid (Cleric), Chaotic Evil
Armor Class 15 (studded leather)
Hit Points 70 (11d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +5
Skills Athletics +4, Deception +4
Damage Resistances Necrotic, Radiant
Condition Immunities Frightened
Gear 4 daggers, Enchanted scimitar, studded leather amour, unholy symbol of Orcus
Senses Passive Perception 13
Languages Abyssal, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aura of death. The Claw of the Night emanates a deathly aura that extends 10 meters in every direction from his space while he isn't incapacitated. The aura is blocked by total cover. While in the aura, the Claw and any friendly undead or cultists are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws whilst in the aura. 

Spellcasting. The Claw of the Night is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +3 to hit with spell attacks). The Claw of the Night has following cleric spells prepared: 
Cantrips (at will): light, sacred flame, thaumaturgy,chill touch 

1st level (4 slots): false life, command, inflict wounds 

2nd level (3 slots): ray of enfeeblement, spiritual weapon 

Actions

Multiattack. The Claw makes two weapon attacks. The Claw can cast one spell in place of one of those attacks. 

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage. 

Weapon Throw (recharge 4-6). Ranged Weapon attack: The claw splits his weapon into a physical form, which he holds, and a spiritual form, which he throws. +3 to hit, range 40/60ft, one target. Hit: 12 (2d6+6) force damage. 

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage. 

Bonus Actions

Dark Boon of Orcus (recharge 5-6).  The Claw uses his bonus action to cause its melee weapon attacks to magically deal an extra 7 (2d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. 

Reactions

Parry. The Claw adds 2 to its AC against one melee attack that would hit it. To do so, the Claw must be able to see the attacker and must be wielding a melee weapon. 

Description

Claw of the night 

A Claw of the Night serves as a field commander within the Pale Flame and is the highest-ranking operative most adventuring parties are likely to encounter—unless they directly oppose the cult or threaten its deeper machinations. Claws are entrusted with autonomy and authority, expected to execute the will of their superiors with cunning, discretion, and fanatical resolve. 

Lesser Claws may lead isolated outposts, infiltration cells, or raiding parties under the guise of local necromantic circles. In contrast, veteran Claws—those who have proven themselves through blood, sacrifice, and devotion—are sometimes placed in command of entire battalions of undead, cultists, and corrupted mercenaries. These elite Claws stand on the threshold of ascension, preparing for elevation into the inner sanctum of the Pale Flame and deeper communion with Orcus himself. 

Monster Tags: NPCHumanleader

Habitat: Any

Treasure:  Individual

Finiarel_Arkanion

Comments

Posts Quoted:
Reply
Clear All Quotes