Night-Robed Pilgrims (5e Creature)
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Medium aberration, lawful evil
Skills Deception +4, Persuasion +4, Religion +6
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
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.