Missionary

Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 10 (+0) 18 (+4) 14 (+2)

Saving Throws Constitution +3
Skills Medicine +6, Persuasion +6, Religion +2
Senses passive Perception 14
Languages any two languages
Challenge 4 (1,100 XP)

Special Traits

  • Spellcasting. The missionary is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The missionary has the following cleric spells prepared:
  • Unpopular Words. As a bonus action, the missionary sermonizes. Each creature within 60 feet that can hear the missionary has advantage on attack rolls against the missionary and disadvantage on saving throws against the missionary’s enchantment spells until the start of the missionary’s next turn.
  • Worldly Traveler. Difficult terrain made of natural terrain, such as forest or snow, doesn’t cost the missionary extra movement.

Actions

  • Multiattack. The missionary makes three attacks.
  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, range 80/ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Convert or Suffer (recharge 5–6). The missionary calls upon its deity’s power and commands creatures in a 30-foot cone to convert or suffer the consequences. Each creature in that area must make a DC 14 Wisdom saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is charmed for 1 minute. On a success, a creature takes twice as much damage but is not charmed. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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