Disciple of Phenax
Disciple of Phenax
A well-known Therosian joke says that, of the trio of the Underworld gods, Erebos has all the worshipers, Athreos has none, and Phenax gets the rest. While a few would admit it, this joke plays on a fear that almost every human on Theros has, both Phenax and his followers. Called the god of deception, Phenax's only open followers are the Returned, the soulless undead that wander the mortal plane.
Any living mortal that worships Phenax always does so wrapped in a veil of secrecy, and the most devout among them live in such a way that the rest of the world hardly knows they even exist. Called disciples because of the way they seek to emulate their god, anyone could be a devout worshipper of Phenax- your neighbor, your best friend, or even your spouse. But what truly terrifies the people of Theros about Phenax's disciples is that even if one day you're sure you know someone, the truth could be different tomorrow.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 9d8 | ||
Speed | 30 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 16 (+3) | ||
Wisdom | 16 (+3) | ||
Charisma | 18 (+4) | ||
Skills | Deception d20+6 | Persuasion d20+6 | Religion d20+7 |
Senses | Passive Perception 13 | ||
Languages | Common | ||
Challenge | 4 (1,100 XP) | ||
Special | Spellcasting | The disciple is a 7th-level spellcaster. | Its spellcasting ability is Charisma (spell save DC 14). |
It knows the following spells: | |||
Spells 1 | Cantrips (at will) | Acid Splash | Friends |
Minor Illusion | |||
Spells 2 | 1st level (4 slots) | Arms of Hadar | Color Spray |
Disguise Self | Illusory Script | ||
Spells 3 | 2nd Level (3 slots) | Invisibility | Misty Step |
Phantasmal Image | |||
Spells 4 | 3rd level (3 slots) | Fear | Hunger of Hardar |
Major Image | |||
Spells 5 | 4th level (1 slot) | Phantasmal Killer | |
Action 1 | Dagger | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d5+2 piercing damage, | and the target must succeed on a DC 14 Wisdom saving throw | or be stunned until the end of its next turn |
Action 2 | Information Theft (Recharge 3-6) | The disciple chooses a creature that it can see within 30 feet, | then make an Intelligence (Religion) check |
contested by the target's Charisma saving throw. | On a failed save the target takes an amount | of psychic damage equal to half the result of the | Deception check and for 1 minute the disciple gains the ability to cast one spell |
of 4th level or below that the target knows, | and the target loses the ability to cast that spell. | The disciple loses the ability to cast that spell | and the target regains the ability to do so if |
the disciple uses this ability again |
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