| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +4 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 14 | +2 | +4 |
Accursed are skeletal undead who were once evil Bandits, Pirates or other humanoids who once lived, traveled and fought together as a group and became cursed by a Wish spell as a group to suffer as undead until they attoned for their evil deeds or until some other condition of the curse was met.
EXAMPLE CURSE: "I wish for every pirate upon the ship known as The Phantom to be accursed to dwell as undead until each one attones for all of their evil deeds by suffering the pain they have caused to others seven times over."
As a result, the Accursed can be temporarily destroyed with magic or magical weapons but they will normally reform after a period of three days to a year.
Multiattack. The Accursed makes two Skimitar or Handaxe attacks, one light crossbow attack, or one Baleful Glare attack.
Handaxe. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Damage: 5 (1d6 + 2) Slashing damage.
Scimitar. Melee Attack Roll: +5, reach 5 ft. Damage: 5 (1d6 + 2) Slashing damage.
Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.
Baleful Glare. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Frightened condition until the start of the accursed next turn.
Comments