Enlightened by the Beast

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. 

  • Greater Gift of the Beast. 
    • They can make one extra Occultist’s Rapier attack as part of their Multiattack action
    • Their base walking movement speed is increased to 40 feet
    • Being within 5 feet of a hostile creature doesn’t impose disadvantage on their Eldritch Lance and  when they hit a creature with Eldritch Lance, the target must make a DC 15 Charisma saving throw, being forced to move up to half of their movement speed and make one weapon attack with the weapon they are currently holding against a creature of the Enlightened’s choice.
    • Have a +5 bonus on Dexterity saving throws
  • 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 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


  • 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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