Night-Robed Pilgrims (5e Creature)

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Night-Robed Pilgrims[edit]

Medium aberration, lawful evil

Armor Class 13 (natural armor)
Hit Points 36 (8d8)
Speed 20 ft., fly 40 ft., swim 60 ft.

17 (+3) 14 (+2) 10 (+0) 13 (+1) 10 (+0) 14 (+2)

Skills Deception +4, Persuasion +4, Religion +6
Damage Vulnerabilities fire, radiant
Damage Resistances acid, cold
Damage Immunities bludgeoning, poison
Condition Immunities blinded, poisoned
Senses blindsight 120 ft., passive Perception 10, detect magic (continual)
Languages Yg-Mothatt, Sepentri, Telepathy 120 ft.;
Challenge 3 (700 XP)

Amphibious. The pilgrim can breathe air and water.

Damage Transfer. While it is grappling a creature, the pilgrim takes only half the damage dealt to it, and the creature grappled takes the other half.

False Appearance. While it is folded into a human shape, the pilgrim has an advantage on all deception check to avoid being detected as a monster.

Sense Magic. The pilgrim senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Spellcasting. The night-robed pilgrim is a 6th-level spellcaster. Its spell casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd level slots that it recovers after a short rest. The night-robed pilgrim knows the following warlock spells:

Cantrips (at will) : chill touch, minor illusion, poison spray
1st-3rd level (2 slots): arms of hadar, charm person, darkness, detect thoughts, sending, vampiric touch


Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the pilgrim can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Some of the most notorious of the dark power's instruments, the night-robed pilgrims appear to be travelers in heavy, hooded, ash-colored robes.
In fact, the robes are empty. The creature is a flat, leathery horror contorted into a man-like shape.
Unfurled, this abomination resembles a faceless, tailless synthesis of manta ray and bat. While its outer surface is largely smooth and featureless, its underside is a pale atlas of webbed, ribbed, and fanned cartilaginous structures and thin tendrils.
Loyal, intelligent servants of the dark powers, they are granted magical powers by their masters. When not on singular missions, they can be found leading smaller sects or accompanying powerful magicians or other, more powerful monsters.

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