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Tratti

Honor Lost

If a creature takes a Bonus Action to present a memento or recite a reminder of the abbot's past and succeeds on a DC 15 Charisma (Persuasion) check, the abbot has Disadvantage on the next D20 Test he makes before the start of the creature's next turn.

Legendary Resistance (3/Day)

If the abbot fails a saving throw, he can choose to succeed instead.

Spider Climb

The abbot can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Hypersensitivity

The abbot takes 20 Radiant damage if he starts his turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.

Incantesimi

Spellcasting

The abbot casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):

At Will:

Command, Disguise Self (can appear as a Medium Humanoid, 24-hour duration), Thaumaturgy

1/day:

Word of Recall (to lair only)

Azioni

Multiattack

The abbot makes two Sanguine Blade attacks. He can replace one attack with a use of Blood Call.

Sanguine Blade

Melee Attack Roll: +9, reach 5 ft. Hit: 11 (1d10 + 6) Slashing damage plus 7 (2d6) Necrotic damage.

Blood Call

Constitution Saving Throw: DC 15, one creature other than a Construct or Undead within 30 feet. Failure: 7 (2d6) Necrotic damage, and the target's Hit Point maximum is reduced by the damage taken. Success: Half damage only. Failure or Success: The abbot regains Hit Points equal to the damage taken. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Crimson Clergy under the abbot's control.

Reazioni

Parry

Trigger: The abbot is hit by an attack roll while holding a weapon. {@actResponse} The abbot adds 3 to his AC against that attack, possibly causing it to miss.

Azioni Leggendarie

Bloody Strike

The abbot moves up to half his Speed and makes one Sanguine Blade attack.

Castigate

Wisdom Saving Throw: DC 15, one creature within 60 feet. Failure: The target has the Frightened condition and repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

After 1 minute, it succeeds automatically.

Overwhelm

The abbot casts Command. He can't take this action again until the start of his next turn.