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Roving Cult Dead - AI-generated fantasy Monster

Roving Cult Dead

The roving cult dead is what remains when a burial servant dies before the final words are spoken. In the Catacombs of Calathis, these dead have become directionless functionaries of the tomb, forever searching for the next survivor to witness the rite, the next priest to finish the chant, or the next body to place in proper order. They are not hungry in the ordinary sense. They are compelled, like a bell that will not stop ringing after the rope is cut.

Mediumundead(undead)CR 1neutral evil

Roving Cult Dead

undeadcultstalkerdungeonnecroticgraveritual
HP27AC12SPD30 ft., can move through spaces as narrow as 1 inch wide without squeezing while in darkness or dim lightCR1/2 (100 XP)PerceptionStealthReligion
STR
10
DEX
14
CON
12
save
INT
8
WIS
12
save
CHA
8
Relentless Searcher. The roving cult dead can move through other creatures' spaces as difficult terrain while in darkness or dim light, and it doesn't provoke opportunity attacks from creatures it moves through in this way if those creatures are frightened or unconscious.
Turn Resistance. The roving cult dead has advantage on saving throws against effects that turn undead.
Shadowed Shroud. While in dim light or darkness, the roving cult dead has advantage on Dexterity (Stealth) checks.
Grave Interruption. A creature hit by the roving cult dead's Ritual Claw cannot regain hit points until the start of the cult dead's next turn.
Ritual Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () necrotic damage, and the target must succeed on a Wisdom saving throw or be haunted by the dead searcher until the start of the roving cult dead's next turn. While haunted, the target cannot regain hit points and has disadvantage on the next ability check it makes to hear or spot a creature.
Funeral Whisper. The roving cult dead exhales a corpse-cold hymn in a 10-foot radius. Each living creature of its choice in that area must make a Constitution saving throw, taking 7 () necrotic damage on a failure, or half as much damage on a success. If a creature fails by 5 or more, it is also frightened until the end of its next turn. The area is lightly obscured until the start of the cult dead's next turn.
Mournful Glare. When a creature it can see within 5 feet hits it with a melee attack, the roving cult dead can force the attacker to make a Wisdom saving throw. On a failure, the attacker has disadvantage on attack rolls against the roving cult dead until the start of the attacker's next turn, as it is overwhelmed by the dead searcher's pleading hush.
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