Assistant Collector, Sibyl

Family: Assistant Collector

Medium or Small humanoid (Any), any

Armor Class 11 (14 with mage armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Int +5
Skills Arcana +5, History +5, Deception +3
Senses passive Perception 12
Languages Common plus one other language
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Ghostfire Gloves. Fire damage dealt by a Sibyl’s spells ignore Undead or Fiends’ resistances or immunities to fire damage.

ACTIONS

    • Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
    • Spellcasting. The Sibyl casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13)

ABOUT

Assistants serve as the entry-level members of the Collectors. Assistants are useful researchers and work well in the shadows, but they rarely engage in combat.

Inquisitor The foot soldiers of the Platinum Flame, Inquisitors rely on evocation magic to destroy every ghost they cross paths with.

Sibyl The rank-and-file members of the Order Sibylline are known as Sibyls. Typically wizards that study the school of necromancy, Sibyls are armed with deadly ghostfire gloves.

Wraithling Wraithlings might be low-level members of Wrynn’s Wraiths, but they are highly trained combatants that work well in groups.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete license attribution - see the full license for this page