Temple Acolytes - AI-generated fantasy Monster

Temple Acolytes

Temple Acolytes are the least trusted servants of Bone Bastion's rites, and the most useful. They were trained to keep sacred spaces immaculate in life, then remade in death or oath into guardians who enforce the castle's idea of reverence. The bastion favors them because they do not merely defend a temple, they curate it. Every candle placement, every offered coin, every silence is part of the spell. Those who offend the shrine are not only attacked but corrected, as though the acolytes believe the living can still be taught proper worship through pain.

SmallHumanoid(Human, ritual guardian)CR 2Lawful Evil

Temple Acolytes

humanoidcultclericcontrollersupportradiantdungeonundead-adjacentpriestshrine guardian
HP52AC14SPD30 ft.CR2 (450 XP)InsightReligionStealth
STR
8
DEX
14
CON
14
INT
12
WIS
15
save
CHA
12
save
Still as Wax. The acolyte has advantage on Dexterity (Stealth) checks made in dim light, among candles, or while standing still in the shrine.
Ritual Steadiness. The acolyte has advantage on saving throws against being frightened or charmed while within 30 feet of a polished altar, sacred icon, or consecrated candle arrangement.
Hushed Presence. The acolyte radiates unnerving hush. Creatures of the acolyte's choice within 10 feet have disadvantage on Dexterity (Stealth) checks and on Charisma (Performance) checks that rely on speech or song.
Censer Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage plus 3 () radiant damage.
Silent Command. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 9 () radiant damage, and the target cannot take reactions until the start of its next turn.
Curated Silence. The acolyte touches a point it can see within 30 feet. Each creature of its choice within 5 feet of that point must succeed on a Dexterity saving throw or take 7 () radiant damage, or half as much on a success. The area is left with a brittle hush until the start of the acolyte's next turn. A creature that starts its turn in the area has disadvantage on the first Concentration check it makes that turn.
Rebuking Stillness. When a creature the acolyte can see within 30 feet casts a spell, the acolyte forces that creature to make a Constitution saving throw. On a failure, the caster's voice catches in its throat and the spell is cast with disadvantage on the attack roll, or the target has disadvantage on its first saving throw if the spell requires one. This reaction can be used once per round.
Cantrips
Ritual LitanyAbjuration The acolyte knows the sacred principles of its shrine and can use ritual phrases to reinforce its control magic.
2nd level
SilenceIllusion The acolyte can cast this spell at will to deepen the chamber's hush and hinder spellcasters.
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