Armor Class
13
natural Armor
Hit Points
30
(5d6 + 10)
Speed
30 ft.
STR
10
(+0)
DEX
16
(+3)
CON
14
(+2)
INT
16
(+3)
WIS
11
(+0)
CHA
10
(+0)
Saving Throws
INT +5, WIS +2
Skills
Arcana +6, Insight +3, Religion +6, Sleight of Hand +6, Stealth +6
Senses
Passive Perception 10
Languages
Common, Giant Owl
Challenge
3 (700 XP)
Proficiency Bonus
+2
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: vampiric touch (3d6 damage), false life, ray of sickness (2d8 damage), ray of enfeeblement
3/day: chill touch (1d8 damage)
Actions
Clawed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
These religious recluses are granted spellcasting power by Myrkul, the god of death.
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