AC15 (Abjured)
HP 36 (8d8;
bloodied
18)
Speed 30 ft.
Initiative Dex +2 (12), Insight +0 (10), Perception +0 (10)
Proficiency +2; Maneuver DC 12
Saving Throws Str +1, Dex +2, Con +1, Int –3, Wis +1, Cha +0
Skills Arcana +4, Deception +3, Stealth +4
Senses passive Perception 12
Languages Primordial, others vary
Abjured. While conscious, the rooker has a +3 bonus to AC (included above)
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit; reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Curse of the Mage’s Shadow (1/Day). You feel a chill; your shadow seems to be trying to pull away. The rooker chooses a creature within 30 feet that she has hexed. While the creature remains hexed, whenever it attempts to cast a spell or use an ability that matches a spell, it makes an opposed Arcana check against the rooker. If it fails, that creature’s spell has no effect, and the rooker can use her reaction to cast the spell.
Swooping Familiar. A construct with blade-like wings flashes through the air. The rooker chooses a path up to 120 feet long, which starts at her space and then returns to her. Her familiar flies that route and makes the following attack against up to three targets along the path. The flight doesn’t provoke opportunity attacks, and the familiar cannot be attacked separately. Melee Weapon Attack: +4 to hit, one to three targets. Hit: 5 (1d6 + 2) slashing damage. Special: If the Rooker is hidden when she makes these attacks, the attack does not reveal her location, though people can possibly guess based on the path of the familiar’s flight.
BONUS ACTIONS
Raven’s Hex (1/Day). The rooker hexes a target she can see within 90 feet, which lasts up to 1 hour or as long as the rooker concentrates on it (as if concentrating on a spell). For the duration, the rooker deals an extra 3 (1d6) necrotic damage to the target when she hits it with an attack. The rooker chooses one ability: the target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 HP before this spell ends, the rooker can use a bonus action on a later turn to curse a new creature
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.