Aberrant Acolyte

Aberrant Acolyte

Medium aberration, lawful evil
Armor Class 14 (studded leather)
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 20 ft.
14 (+2) 14 (+2) 17 (+3) 8 (-1) 10 (+0) 16 (+3)

Skills Athletics +4, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech
Challenge 2 (450 XP)

Amphibious. The acolyte can breathe air and water.

Third Eye. The aberrant acolyte has advantage on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The aberrant acolyte’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
At will: dancing lights, mage hand, minor illusion, vicious mockery
3/day each: disguise self, silent image, suggestion
1/day: fear


Multiattack. The acolyte makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) psychic damage.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained and the aberrant acolyte can’t make tentacle attacks against other targets.

Psychic Lash (3/Day). The acolyte psychically assaults the mind of a target within 30 feet. The target must succeed on a DC 13 Intelligence saving throw or take 11 (2d10) psychic damage.

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