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Coilborn Hierophant

Original

Medium humanoid (coilborn), neutral evil

Coilborn are humans whose bloodlines were bargained away to a serpent god generations ago. Hierophants lead their hidden temples, wearing a borrowed human face until the moment they strike.

Armor Class 15 (natural armor)

Hit Points 97 (15d8+30)

Speed 30 ft., swim 30 ft.

STR
14
+2
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
18
+4

Saving Throws WIS +6, CHA +7

Skills Deception +7, Insight +6, Religion +5

Damage Immunities poison

Condition Immunities Poisoned

Senses darkvision 60 ft., passive perception 13

Languages Common, Abyssal

Challenge 6 (2,300 XP)

Proficiency Bonus +3

Borrowed Face. As an action, the hierophant hides its scales and slit pupils, appearing to be an ordinary human. The disguise ends if it takes damage or uses Serpent's Gaze. A creature that uses its action to study the hierophant sees through the disguise with a successful DC 15 Wisdom (Insight) check.

Venom Blood. A creature within 5 feet of the hierophant that hits it with a melee attack takes 3 (1d6) poison damage.

Innate Spellcasting. The hierophant's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: - At will: , - 3/day each: , - 1/day:

Actions

Multiattack. The hierophant uses Serpent's Gaze, then makes two Fang Dagger attacks.

Fang Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.

Serpent's Gaze. One creature the hierophant can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the creature can't attack the hierophant and must use its action to take the Dodge action.

Command

1st-level enchantment

Casting Time 1 action

Range 60 feet

Components V

Duration 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Thaumaturgy

Transmutation cantrip

Casting Time 1 action

Range 30 feet

Components V

Duration 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Hold Person

2nd-level enchantment

Casting Time 1 action

Range 60 feet

Components V, S, M (A small, straight piece of iron)

Duration Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Suggestion

2nd-level enchantment

Casting Time 1 action

Range 30 feet

Components V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

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Fear

3rd-level illusion

Casting Time 1 action

Range Self

Components V, S, M (A white feather or the heart of a hen)

Duration Concentration, up to 1 minute

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.

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Original creature of The Dragon's Lantern.