About
The Maledictors dedicate themselves to magic and the uses of curses. Their focus into magic makes them especially deadly and hard to predict as their methods are the most divided but what can be counted on is they will always have a nasty curse in their back pocket.
Personalities
Ever the clever ones Maledictors pride themselves on their intellect and their ability to use others, often collecting arcane items and lore. They will convince other creatures to bring them items for their collections and depending on how dependable the creature is will either pay for the service or curse them to death and colect the item from the corpse.
Tactics
A maledictor is going to keep its distance from enemies and use spells and abilities to hinder and kill while keeping themselves safe.
Realms
Maledictors forge their realms into libraries filled with tombs about history, magic, and other realms so that they can reference them and use creatures interested in knowledge for protection.
Netherone Maledictor
Medium fiend (netherone), neutral evil
- Armor Class 16 (natural armor)
- Hit Points 173 (23d8 +69)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 18 (+4) 17 (+3) 20 (+5)
- Saving Throws Con +8, Cha +10
- Skills Arcana +9, Deception +9, Insight +8, Perception +8
- Damage Resistances cold, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunity fire
- Condition Immunities charmed, frightened, poisoned
- Senses darkvision 120 ft., passive Perception 18
- Languages Abyssal, Common, Deep Speech, Infernal
- Challenge 14 (11,500 XP)
Innate Spellcasting. The maledictor's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. The maledictor can innately cast the following spells, requiring no material components:
1st-5th level (2 5th-level slots): Armor of Agathys, contagion, counterspell, dance macabre, envervation, hellish rebuke, shadow of moil
Magic Resistance. The maledictor has advantage on saving throws against spells and other magical effects.
Malediction. As a bonus action the maledictor can curse a creature within 60 feet of it with its curse, while cursed, the target's attack rolls are reduced by 1d4.
The curse lasts for 1 minute. It ends early if the maledictor is reduced to 0 hit points.
Spellcasting. The maledictor is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The maledictor has the following spells prepared:
Cantrips (at will): Eldritch Blast, thaumaturgy, toll the dead
1st level (4 slots): Absorb Elements, bane, chromatic orb, shield
2nd level (3 slots): Darkness, heat metal, ray of enfeeblement
3rd level (3 slots): Bestow Curse, blink, fireball
4th level (3 slots): Confusion, dimension door, fire shield
5th level (2 slots): Contact other planes, raise dead
6th level (1 slot): Disintegrate, mass suggestion
7th level (1 slot): Crown of stars, teleport
Strong Mind. The maledictor's thoughts can't be read by telepathy or other means unless it allows it.
Actions
Multiattack. The maledictor can make two flame claw attacks.
Flame Claw. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit 6 (1d6 +3) slashing damage plus 7 (2d6) fire damage.
Flame Ball. Ranged Spell Attack: DC 19 Dexterity saving throw, range 90 ft., 5-foot radius sphere. Hit. 14 (4d6) fire damage or half as much on a successful save.
Malediction Ignition. The maledictor can remove one of their malediction from a target and expend one spell slot to deal force damage to the target. The damage is equal to 8 (1d6 +5) for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, up to maximum of 22 (5d6 + 5) force damage.
Art Credit: Darksiders Genesis Concept Art
Credits
Based partially on Dracovitch's Maledictor class and Matt Colville's Illrigger class