A medieval world filled with magic, fantasy beasts and pirates!
Played | 36 times |
Cloned | 1 times |
Created | 19 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Description
Dark Disciples are elite humanoid warriors, trained in the dark arts and dedicated to eliminating rogue magic users. They are relentless in their pursuit, using fear and powerful magic to break their enemies, often sacrificing themselves for the greater cause. Tactics: - Use Chilling Presence to frighten and disrupt enemies before attacking. - Hide in shadows, positioning themselves for surprise strikes. - Prioritise spellcasters or weakened foes. - Use Sword of Purity for strong melee damage with radiant effects. - If nearing defeat, use Self-Sacrifice to deal damage in a final explosion, taking out any close enemies. Self-Sacrifice on death to explode and cause 2d10 force damage to all within 10 ft. - Arcane Blast for ranged force damage to wear down enemies. - Cast Dark Ritual (Hold Person or Counterspell) to control or disrupt spellcasters once per day. - Use Frightening Step to reposition and spread fear. - Use Arcane Smite for a powerful, magical-enhanced melee attack.
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Infernal |
Armor Class | 16 |
HP Range | 70 - 70 (Avg: 70) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Arcane Blast
Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) force damage.
Arcane Smite
The Dark Disciple channels magical energy into their sword. Their next melee attack deals an extra 2d6 force damage and pushes the target 10 feet away.
Chilling Presence
As a bonus action, the Dark Disciple can exude an aura of fear. All creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
Dark Ritual
The Dark Disciple can cast Hold Person or Counterspell (3rd level) once per day, using Charisma as the spellcasting modifier. The spellcasting DC is 14.
Frightening Step
The Dark Disciple moves up to 15 feet without provoking opportunity attacks. After moving, all enemies within 10 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Multiattack
The Dark Disciple makes two attacks: one with their Sword of Purity and one with Arcane Blast.
Self-Sacrifice
Upon reaching 0 HP, the Dark Disciple activates a self-destructive ritual, expelling a burst of magical energy. All creatures within 10 feet must make a DC 14 Dexterity saving throw or take 2d10 force damage (half on a success).
Sword of Purity
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage + 5 (1d10) radiant damage.