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Speaker to the Darkness 2014

CR 5 humanoid

Small humanoid, chaotic evil


Armor Class
16 (scale mail)
Hit Points
135 (18d6+72)
Speed
25 ft.

STR11 (+0)
DEX16 (+3)
CON18 (+4)
INT10 (+0)
WIS9 (-1)
CHA18 (+4)

Saving Throws
Dexterity +6, Charisma +7
Skills
Perception +2
Vulnerabilities
radiant
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 12
Languages
Abyssal, Deep Speech, Undercommon
Challenge
5 (1,800 XP) · Proficiency Bonus +3

Boon of the Bat.

A creature struck by one of the speaker to the darkness' attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker's next turn.

Actions

Extinguish Light (1/rest).

The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet. This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness.

Multiattack.

The speaker to the darkness makes two quarterstaff attacks or two sling attacks.

Quarterstaff.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage.

Sling.

Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Drawn from Beyond (Recharge 5–6).

The speaker conjures up to 3 ghasts. The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker's commands, and it is immune to their Stench. It can't have more than 3 ghasts conjured at one time.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details