Roving Cult Dead - AI-generated fantasy Monster

Roving Cult Dead

The roving cult dead is what remains when a zealot dies before the final word of a rite is spoken. In the Catacombs of Calathis, these corpses do not simply rise to kill. They search. They listen at chamber doors. They gather survivors by scent, then attempt to shepherd the living toward altars, seal chambers, or sacrificial spaces where the cult once expected completion. Some carry fragments of memory in their decayed fingers, tapping altar stones in the exact rhythm of the rite they failed to finish.

MediumMedium undead(Undead)CR CR 1/2neutral evil

Roving Cult Dead

undeadcultdungeonstalkerritualhorror
HP22AC12SPD30 ft.CR1/2PerceptionReligionStealth
STR
10
DEX
16
CON
14
INT
8
WIS
10
save
CHA
8
Rite Hunger. The cult dead has advantage on Wisdom (Perception) checks and Wisdom (Survival) checks made to find living creatures, blood trails, altars, or unfinished ritual sites.
Unfinished Rite Sense. The cult dead can sense the direction of the nearest active altar, desecrated holy site, or corpse with an unresolved burial rite within 120 feet, provided no lead or similar barrier blocks the path.
Grave Silence. The cult dead has advantage on Dexterity (Stealth) checks made in dim light, darkness, or among tomb clutter.
Cultic Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () slashing damage plus 2 () necrotic damage. If the target is a living 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 Lurch. When a creature it can see within 10 feet damages it, the cult dead shudders toward that creature and can move up to 5 feet without provoking opportunity attacks. It must end this movement closer to the source of the disturbance if possible.
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