Medium Humanoid (Kenku), Chaotic Neutral
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.

Monster Tags: Misc Creature

Jrokel

Comments

Posts Quoted:
Reply
Clear All Quotes