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
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.
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.
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.
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Posted Jun 21, 2025The “Pale flame” referenced in the description is a cult of Orcus in my personal campaign, and this stat block can be used for any cultists in your campaigns