Enlightened by Dreams

Small/Medium Humanoid, Any Non-Good Alignment

Armor Class: 13 (16 With Mage Armor)

Hit Points: 104 (16d8+32)

Speed: 30 ft.

STR 10/+0

DEX 16/+3

CON 14/+2

INT 18/+4

WIS 14/+2

CHA 18/+4

Skills: Arcana +7, Deception +7, History +7, Insight +5, Perception +5 Religion +7

Senses: Darkvision 60 ft. Passive Perception 15

Languages: Common, Deep Speech, Undercommon, any other four languages.

Challenge: 7

Proficiency Bonus: +3

Arcane Dabbling. Through their research into the occult, they have learnt the following spells at will (Spellcasting DC 15) without needing material components. 

  • Alter Self, Command, Identify, Mage Armor, Protection from Evil and Good, Sleep (1st level)

Price of Knowledge. Their dabbling with eldritch powers has left a mark on the body and psyche of the Enlightened. They are usually unnaturally pale, have sunken eyes, with often unnaturally long fingers and sometimes limbs. They also suffer from the following effects:

  • Their dreams are often intertwined with disturbing images and haunting visions, Each time they make a Long Rest, they must make flat DC 10 roll, regaining only half of their hit points and not losing exhaustion on a failure
  • They lose extra 5 Hit Points each time they take radiant damage
  • Each time they go under half of their maximum Hit Points, they must make a DC 10 Charisma saving throw, being immediately permanently transformed into a random evil Aberration of CR 7 or lower with half of their Hit Points. 

The Enlightened is an evolution of the modular Allured statblock. They have at least 2-3 of the Gifts and Scars described in the Allured statblock, but they each come with a single Greater Gift as well. 

  • 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.
  • Greater Gift of the Dreamer.
    • They can cast the Command spell as if they used a spell slot of 4th level
    • When they use Eldritch Lance, it also targets all sleeping targets within 60 feet of the Enlightened that they can see. Sleeping creatures don’t gain the benefits of being prone against Eldritch Lance
    • As a bonus action, the Enlightened can force a creature that they can see within 60 feet of them to make a DC 15 Wisdom saving throw, going under the effects of a Sleep spell on a failure
    • They can cast the Dominate Person spell at will. However creatures that succeed on the saving throw are immune to the effects when cast by the specific Enlightened.
    • Have a +5 bonus on Wisdom saving throws


  • Multiattack. The Allured makes two attack with their Occultist’s Rapier
  • Occultist’s Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d8+3) piercing damage plus 4 (1d8) necrotic damage. If two or more of these attacks hit a single creature during a single turn, The Allured can make one Eldritch Lance attack as a bonus action against that creature until the end of their turn. 
  • Eldritch Lance. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14(2d10+3) force damage.

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