Heresorc (5e Creature)

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==== Heresorc

Medium undead, neutral evil

Armor Class 14 (Natural armor)
Hit Points 24 (4d6+4)
Speed 40

13 (+1) 16 (+3) 13 (+1) 15 (+2) 11 (+0) 16 (+3)

Skills +3 bluff, +3 diplomacy
Damage Vulnerabilities Radiant +1d4 damage
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Blinded, Exhausted
Senses passive perception X14
Languages — All

Innate Spellcasting The Heresorc's innate spell casting ability is charisma (spell save DC 16). The Heresorc can innately cast the following spells

At will: Charm Animal, Charm Monster, Charm Person

2/day: Mind Fog, Modify Memory, Suggestion, Ghost Sound

1/day: Feeblemind, Teleport


Pressure Point Melee Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 (1d3 + 0) bludgeoning damage. The Target must roll a perception check higher then 15 to notice the attack.


If the heresorc is attacked by a non-stealthed melee attack it can cast teleport to any location within 50 feet but uses its teleport charge for the day.

A Heresorc will almost never directly attack its target. They prefer to stalk adventuring parties for miles until learning information about the members then posing itself as a lost soul willing to help with the adventure. At which point it will use it lies and manipulates the party into either giving up or turning on eachother. There are some cases of heresorcs actually helping adventurers but these are rare and often come from manipulated accounts. Their overall goal is completely unknown other then wanting to destroy relationships just for the joy of it. Bards are the natural enemy of herecorcs seeing as how they can easily see through its lies and deceit so it will target bards first and leave the rest of the party vulnerable to its silver tongue and black soul. It has been said that a heresorc can convince demons to show kindness. Heresorcs look like humanoid skeletons with animal like skulls that glow strange colors.

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