Umbral Acolyte - AI-generated fantasy Monster

Umbral Acolyte

The Umbral Acolytes were born from a failed covenant between a monastery of star-readers and a cult devoted to perfect order. When the Harmony Sigils were shattered, the acolytes learned that broken symbols could still be made to sing, though the song now echoed with shadow. They believe unity is strongest when all things are forced into the same silence.

MediumHumanoid(Cultist, shadow ritualist)CR HardTypically lawful evil

Umbral Acolyte

shadownecroticcultistcontrollersigilsritualquest-specific
HP97AC15SPDWalk 30 ft., Shroud Step 20 ft. in dim light or darknessCRCR 6ArcanaDeceptionInsightStealth
STR
10
DEX
18
save
CON
15
save
INT
16
WIS
14
save
CHA
12
Shadow-Hushed. The acolyte has advantage on Dexterity (Stealth) checks made in dim light or darkness.
Umbral Resilience. While in dim light or darkness, the acolyte has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Shroud Step. The acolyte can move up to 20 feet to an unoccupied space it can see in dim light or darkness.
Veil of Ashen Light. The acolyte wreathes itself in broken shadow. Until the start of its next turn, bright light within 10 feet becomes dim light, dim light becomes darkness, and hostile creatures that start their turn within 20 feet must succeed on a Wisdom saving throw or be unable to see the acolyte until the start of their next turn. This effect requires concentration.
Gloam Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () necrotic damage plus 7 () psychic damage, and the target cannot take reactions until the start of its next turn.
Shardbolt of Dusk. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () necrotic damage, and the target must succeed on a Wisdom saving throw or be dimmed until the end of its next turn. A dimmed creature sheds no light, cannot benefit from advantage on Perception checks relying on sight, and has disadvantage on its next attack roll.
Sigil Fracture. The umbral acolyte releases a pulse of broken shadow from its sigils. Each creature of its choice within 15 feet must make a Constitution saving throw, taking 14 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save cannot regain hit points until the start of the acolyte's next turn.
Rift-Parry. When a creature the acolyte can see hits it with an attack from within 30 feet, the acolyte can halve the attack's damage by turning part of the blow into smoke and splintered light. The attacker then takes 3 () psychic damage.
Cantrips
Chill Touchnecromancy Cantrip, ranged spell attack or utility flare of cold shadow that helps the acolyte harass enemies at range.
Minor Illusionillusion Cantrip that creates a small spectral light source the acolyte can smother or twist into a decoy.
1st level
Shieldabjuration 1st level, a reactive ward that adds to defense against a single attack or magical effect.
2nd level
Darknessevocation 2nd level, creates a mobile patch of magical darkness that the acolyte can see through.
Misty Stepconjuration 2nd level, turns the acolyte nearly invisible to enemies, enabling repositioning or ambush.
3rd level
Hunger of Hadarconjuration 3rd level, forces a creature to endure a psychic and necrotic assault that also disrupts concentration.
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