Allured by Dreams

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 

Gifts. 

  • Gift of Conversion. This gift gives the Allured an unnatural ability to influence others
    • They gain proficiency in all charisma checks. 
    • They can cast the Charm Person and Suggestion spells at will without requiring any components. 
    • When attacked by a creature that they can see, the Allured can use their reaction to force the attacker to make a DC 13 Wisdom saving throw, making the attack automatically miss on a failure.   
  • Gift of the Seeing.
    • Can understand and translate any written language. 
    • Is under the permanent effects of a Detect Magic spell
    • At the end of their turn, they can decide to take 1d8 psychic damage, making their eyes turn into what seems like two black holes, any creature in a 60 foot radius that the Allured can see must make a DC 13 Wisdom saving throw, taking 1d8 psychic damage and becoming restrained until the end of their turn or until the Allured stops seeing them on a failure, or half as much damage and not being restrained on a success. 
  • 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 the Frail.
    • The Allured’s body has suffered to unravel the hidden knowledge of the world.
      • Their movement speed is reduced by 15 feet 
      • They gain disadvantage on Strength ability checks and saving throws. 
      • They take 1 extra damage from each source of Bludgeoning, Piercing or Slashing damage

  • 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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