Force Cleric (5e Creature)
Force Cleric[edit]
Medium undead, lawful evil Armor Class 14 (chain shirt)
Saving Throws Dex +3, Wis +4 Winded Healer (1/Turn). When the cleric restores hit points to a creature, it can restore an additional 2 (1d4) hit points. ACTIONSDagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage and 2 (1d4) force damage. Healing Winds (1/Day). The cleric magically summons a light, soothing wind in a 10-foot radius sphere centered on the cleric. The wind lasts until the cleric's concentration is broken, up to 1 minute (as if concentrating on a spell). A creature that starts its turn within the wind regains 2 hit points. Spellcasting. The cleric is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The cleric has the following cleric spells prepared: Cantrips (at will): resistance, toll the dead, vitality BONUS ACTIONSSheathed in Wind (2/Day). The cleric magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the cleric must succeed on a DC 10 Constitution saving throw or take 3 (1d6) force damage.
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These forgotten skeletal undead clerics of Keykeen only live to serve their dark master. They guard him to protect the windy runic. A force cleric is empowered by the force of the windy runic, Keykeen, and Sokasworn. These clerics have their bones shifting all the time due to the windy runic's force with most of their bodies have been shattered or broken before death, float and try to connect the bones and these clerics are usually successful by using some adept form of healing magic, they have a banner that symbolizes a wind in the cool breeze, suggesting that they originated from a castle or a kingdom. Undead Nature. A force cleric doesn't require air, food, drink, or sleep. |
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