Temple Dissident Acolyte - AI-generated fantasy Monster

Temple Dissident Acolyte

Temple Dissident Acolytes are not random rebels. They are trained within the temple hierarchy, taught the cadence of vows, the geometry of holy wards, and the names that should never be spoken in front of the council. Some are sincere reformers who uncovered rot. Others are zealots who decided the only pure temple is one rebuilt from ash. In the quest Council of the Last Sigil, they are the visible fracture line between a sacred order and the truth it buried.

MediumHumanoid(human, temple dissident)CR CR 6lawful neutral

Temple Dissident Acolyte

humanoidculttempleinsurgentanti-castersupportskirmishermoral-choice
HP102AC16SPD30 ft., climb 20 ft. while moving through temple architecture or sacred scaffoldingCRCR 6InsightReligionStealthDeception
STR
12
DEX
16
CON
14
save
INT
12
WIS
15
save
CHA
16
save
Bound by Shared Vows. The acolyte has advantage on saving throws against being charmed or frightened while it can see another Temple Dissident Acolyte within 10 feet of it.
Incense Step. The acolyte can take the Hide action as a bonus action while in dim light, smoke, or temple crowd cover.
Consecrated Blade. The acolyte's weapon attacks count as magical.
Multiattack. Multiattack. The acolyte makes two Sigil Knife attacks, or one Sigil Knife attack and one Council Rebuke.
Sigil Knife. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 7 () psychic damage. If the target is concentrating, it has disadvantage on the saving throw to maintain concentration from this hit.
Council Rebuke. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () radiant damage, and the target must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
Shatter Oath. The acolyte targets one creature it can see within 60 feet. The target must make a Charisma saving throw. On a failure, it takes 14 () psychic damage and must immediately use its reaction, if available, to move up to half its speed away from the acolyte by the safest available route. On a success, it takes half damage and does not move.
Doctrinal Interference. When a creature the acolyte can see within 30 feet casts a spell, the acolyte points a sigil knife and lashes it with sanctified contempt. The caster must succeed on a Constitution saving throw or take 9 () psychic damage and have disadvantage on the next saving throw it makes to maintain concentration before the end of its next turn.
Cantrips
SpellcastingEnchantment The acolyte can cast the following spells, requiring no material components. Wisdom is its spellcasting ability.
At WillDivination At will: guidance, thaumaturgy, sacred flame
2nd level
Prepared RitesEnchantment 3/day each: command, guiding bolt, hold person
Ritual of SilenceIllusion 1/day: silence
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