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.
- 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 can use this ability as a bonus action twice per long rest.
- They regain 1 Hit Point each minute.
- Gift of the Depths
- Can breathe water.
- Gains 45 feet of swimming speed.
- Any sailing vessel they are on can travel 5 miles per hour even without any wind, crew or currents present.
- Twice per long rest can cast the Control Water spell without requiring any components and can cast the Shape Water cantrip at will.
- Gains a +2 bonus to AC, saving throws and attack and weapon damage rolls while within 60 feet of any freestanding body of water that has the volume of at least a 100 ft. cube.
- Scar of the Cracked Mind.
- The Allured’s mind is damaged by what they had seen during their studies,
- They become vulnerable to psychic damage.
- They gain disadvantage on all wisdom saving throws.
- Scar of Dampness.
- The Allured seems to almost constantly sweat or produce streaks of water on their body
- They become vulnerable to lightning damage
- If they walk at least 25 feet during a single turn, they must make a DC 13 Dexterity saving throw, falling and going prone on a failure
- 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.