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Rune-Breaker Acolytes - AI-generated fantasy Monster

Rune-Breaker Acolytes

The shrine predates the gnoll occupation by centuries. Deep gnome miners built it around a crystal gate discovered beneath the earth, depicting themselves opening the portal with careful tools and geometric rites. The gnolls later interpreted the same reliefs as a mouth that had been starved and bound. Rune-Breaker Acolytes believe magic itself is the gate's language, and every spell cast near the shrine feeds the imprisoned presence.

MediumHumanoid(Gnoll cultist)CR CR 4chaotic evil

Rune-Breaker Acolytes

gnollcultistanti-magerune-breakershrine guardiancrystal gatedungeon horror
HP66AC+5SPD30 ft.CR4 (1,100 XP)ArcanaAthleticsPerceptionReligionStealth
STR
16
DEX
14
CON
12
save
INT
14
WIS
15
save
CHA
12
Gate-Touched Zealot. The acolyte has advantage on saving throws against being charmed or frightened. It also has advantage on Intelligence (Arcana) checks made to identify magical seals, glyphs, and wards.
Rune-Breaker Spellcasting. The acolyte is a 4th-level spellcaster. Its spellcasting ability is Wisdom. It requires no material components for its spells and has the following spells prepared: thaumaturgy and guidance at will; dissonant whispers and entangle once per day each; shatter and dispel magic once per day each.
Ritual Disruption. When the acolyte deals psychic or force damage to a creature concentrating on a spell, that creature has disadvantage on the resulting concentration check.
Rune-Scarred Cleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () slashing damage plus 3 () psychic damage. If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw made to maintain concentration.
Break the Seal. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () force damage. If the target is benefiting from a magical ward, glyph, rune, or spell that grants a bonus to AC or saving throws, that benefit is suppressed until the end of the target's next turn.
Shriek Through Stone. The acolyte targets one creature it can see within 60 feet that is concentrating on a spell or maintaining a magical effect. The target must succeed on a Constitution saving throw or take 10 () psychic damage and lose concentration. On a successful save, the target takes half damage and maintains concentration.
Gnawing Glyph (Recharge 5-6). The acolyte marks a point it can see within 60 feet with a jagged red rune. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 10 () force damage on a failed save or half as much on a successful one. The ground in the area becomes difficult terrain until the end of the acolyte's next turn.
Rune Reversal. When the acolyte or a creature it can see within 30 feet is hit by an attack that deals magical damage, the acolyte adds 2 to the target's AC against that attack, potentially causing it to miss. The acolyte can use this reaction only while holding its Rune Shield.
Cantrips
ThaumaturgyTransmutation The acolyte creates a brief magical sound or image, lights or snuffs a small flame, cleans or soils an object, or marks a surface for 1 hour.
GuidanceDivination The acolyte touches a willing creature, granting it advantage on one ability check made before the spell ends.
1st level
Dissonant WhispersEnchantment The acolyte forces one creature within 60 feet to make a Wisdom saving throw or become frightened until the end of the acolyte's next turn.
EntangleConjuration The acolyte creates a 20-foot-radius sphere of dim, shimmering crystal motes. The area is difficult terrain for hostile creatures until the spell ends.
2nd level
ShatterEvocation The acolyte unleashes a 15-foot cone of shattering sound. Creatures in the area make a Constitution saving throw, taking 3d8 thunder damage on a failure or half as much on a success.
Dispel MagicAbjuration The acolyte touches a creature or object and suppresses one magical effect of 2nd level or lower until the end of its next turn.
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