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Skeletal Acolytes - AI-generated fantasy Monster

Skeletal Acolytes

The first skeletal acolytes of the Ashen Sepulcher were once humble mortuary attendants who prepared the dead for a final rest. When the crypt was desecrated, their vows twisted into a relentless half-memory of service. They still keep the halls clean of the living, still bow to burial plaques, and still answer silent commands from a voice no survivor has yet identified. Their footsteps echo before they move because the crypt remembers them more vividly than their own bones do.

MediumUndead(Undead)CR 2Lawful Evil

Skeletal Acolytes

undeadskeletoncryptguardiannecroticdungeonlow-level
HP45AC13SPD30 ft., can move through narrow burial gaps and over difficult rubble without penalty while inside a crypt or tombCR2 (450 XP)PerceptionReligionStealth
STR
12
DEX
16
CON
16
save
INT
8
WIS
12
save
CHA
10
Turn Resistance. The acolyte has advantage on saving throws against effects that turn undead.
Gravebound Harmony. While within 10 feet of at least one other skeletal acolyte, the acolyte gains a bonus to AC and saving throws against being frightened.
Withering Rite. When the acolyte hits a creature with Rattlecrook, that creature cannot regain hit points until the start of the acolyte's next turn.
Rattlecrook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage plus 3 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a long rest.
Grave Sigil. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 7 () necrotic damage, and the target cannot regain hit points until the start of the acolyte's next turn.
Bone Shard Riposte. When a creature within 5 feet of the acolyte misses it with a melee attack, the acolyte imposes a shower of brittle bones. The attacker must succeed on a Dexterity saving throw or take 3 () piercing damage.
Cantrips
Ashen LitanyNecromancy The skeletal acolyte can cast the following spells requiring no material components: at will, spare the dying; 1/day each, bane, inflict wounds.
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