Dark Adept (3.5e Creature)
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|Size/Type:||Medium Humanoid (Human), 1st-level Cleric|
|Hit Dice:||1d8+2 (7 hp)|
|Speed:||20 ft. (4 squares) in scale mail, base speed 30 ft.|
|Armor Class:||14 (+4 scale mail), touch 10, flat-footed 14|
|Attack:||Heavy mace +2 melee (1d8+1)|
|Full Attack:||Heavy mace +2 melee (1d8+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Domains (Death, Destruction), rebuke undead|
|Saves:||Fort +4, Ref +2, Will +5|
|Abilities:||Str 12, Dex 11, Con 15, Int 11, Wis 16, Cha 13|
|Skills:||Concentration +6, Heal +7, Knowledge (religion) +4|
|Feats:||Lightning Reflexes, Weapon Focus (heavy mace)|
|Back in black.|
A thin, young person stares at you from the confines of a dark hood. A veil makes it impossible to know their gender, but the person's body is lithe. While the smudgy black robes and skeletal talismans hanging from the person's neck could be a little comical, the heavy steel mace that they wield is anything but.
Necromancy and the dark arts are often thought of as a shortcuts to power, but they nonetheless demand long years of study. Someone in the beginning of their journey to mastery of undeath is called an adept, and they often work under more powerful clerics, hoping to glean bits of dark knowledge and to eventually betray their teacher.
NOTE: Dark adepts come in all shapes and sizes. The stats presented here are for a human, but the adept could be of any race - change the stats accordingly.
While dark adepts are hardly the hardiest warriors, they are often eager to prove their might to their superiors and peers, or have illusions of grandeur. The adept starts fights with debuffs like bane and cause fear, then moves to melee. If a superior necromancer has given the adept an undead minion to control, the adept will use its inflict light wounds to heal them; otherwise, the spell is used on the offensive.
Cleric Spells Prepared: 0: inflict minor wounds, light, resistance; 1st: cause fear, bane, inflict light wounds.
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