Allured by the Beast

Small/Medium Humanoid, Any Non-Good Alignment

Armor Class: 12 (15 With Mage Armor)

Hit Points: 55 (10d8+10)

Speed: 30 ft.


STR 10/+0

DEX 14/+2

CON 10/+0

INT 16/+3

WIS 14/+2

CHA 16/+3


Skills: Arcana +5, Deception +5, History +5, Insight +4, Religion +5,

Senses: Darkvision 30 ft. Passive Perception 12

Languages: Deep Speech, Undercommon

Challenge: 3

Proficiency Bonus: +2


Allured are most often scholars or nobles who have begun to dabble in the esoteric practices and rituals in pursuit of knowledge or power, but they may also be cultists or people in the first stages of eldritch corruption.

Through various occult rites, bargains or contact with otherworldly entities and different realms of existence, each Allured has gained some unnatural power and those more skilled may even find themselves in possession of several, but such powers usually come with a price. 

Arcane Dabbling. Through their research into the occult, they have learnt the following spells at will without needing material components. 

  • Identify, Mage Armor, Protection from Evil and Good 
  • Gift of Flesh. This gift causes the flesh of the Allured to reconstitute itself and improves their metabolism and regeneration. 
    • They have advantage on Constitution saving throw 
    • Long Rests only take 2 hours, and they can use their action to expend up to two of their Hit Dice to regain an amount of Hit Points equal to the number rolled. 
    • They regain 1 Hit Point each minute.
  • Gift of Sensation. This gift improves the Allured’s senses and increases the potency of their sensations and of their primal urges and instincts.
    • They gain proficiency in Perception and Investigation and gain advantage on all Perception or Investigation checks that require smell, sight or hearing. 
    • If they have less than half of their maximum Hit Points, their enhanced self-preservation instinct activates, giving them additional 10 feet of movement and making them deal one additional weapon damage die with their melee weapon attacks.
  • Scar of Delusions
    • Secrets unexplainable by logic and defying any reasonable explanation have left the Allured doubt the nature of reality and their own sensory experience.
      • They gain disadvantage on Intelligence saving throws
      • Each time they fail a saving throw or are hit by a critical hit, the Allured becomes affected by the effects of a Phantasmal Force spell (details depending on the situation) until the end of their turn.  
  • Scar of Unreason.
    • In thrilling situations, the Allured’s urges and instincts, amplified by his esoteric exploits, take over his reason.
      • While they have less than half of their maximum hit points, they must make a DC 13 Wisdom saving throw at the start of their turn, having to attack the nearest hostile target they can see during their turn on a failure. While affected by this feature, their attacks are made with advantage and attacks against them are made with advantage as well. 
      • They gain disadvantage against being charmed or frightened 

  • Actions.
    • Multiattack. The Allured makes two attack with their Occultist’s Rapier
    • Occultist’s Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6(1d8+2) piercing damage plus 2 (1d4) necrotic damage. If both attacks hit a single creature, The Allured can make one Eldritch Lance attack as a bonus action against them until the end of their turn. 
    • Eldritch Lance. Ranged Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 14(2d10+3) force damage.

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