A Haruspex is one who divines the future from the entrails of animals, in a gruesome practice known as haruspicy. These gory shamans use their magical talents and control of nature to protect their interests and to bring bloody ruin to their enemies. Some say they have surrendered something of their humanity to become something more. Whatever their origin, they are menacing foes and eerie allies.
Hooks:
HARUSPEX Medium humanoid (any race), usually chaotic neutral Armour Class 12 (leather armour) Hit Points 58 (9d8 + 18) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 21 (+5); Cha 16 (+3) Proficiency bonus +3 Skills Medicine +8, Nature +2, Perception +8 Senses passive Perception 18 Languages Druidic plus any other two languages Challenge 6 (2,300 XP) Spellcasting. The haruspex is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The haruspex can cast the following druidic spells: At-will: druidcraft, guidance, thorn whip, vicious mockery 2/day each: call lightning, conjure woodland beings, hallucinatory terrain 1/day: evellerecor Vicious Insight. The haruspex can cast divination as a ritual up to once per month, requiring the fresh body of a humanoid creature. ACTIONS Filthy claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. Inspire Cult (Recharges after a Short or Long rest). For 1 minute, the haruspex can utter ritual incantations and warnings whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 roll provided it can hear and understand the haruspex. A creature can only benefit from one inspire cult die at a time. This effect ends if the haruspex is incapacitated. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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