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Assize Clerk

Medium undead, lawful evil

AC
15
HP
78
Speed
30
CR
5

The Sunken Assize went under with its session in progress and its clerks at their desks. They are still taking the record. A clerk will not attack a creature it has not first entered, by name if it can get one and by description if it cannot, and it becomes markedly more dangerous once the entry is complete — an unnamed intruder is a disturbance, a named one is a party to proceedings.


Armor Class 15 (natural armor)

Hit Points 78 (12d8 + 24)

Speed 30 ft.


STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)

Saving Throws Int +6, Wis +4

Skills History +6, Insight +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Common, and any two languages it recorded in life

Challenge 5


Traits

Entered on the Record. The clerk has advantage on attack rolls against any creature whose name it has spoken aloud. It learns a name automatically if it hears one used within 60 feet.

Turn Resistance. The clerk has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The clerk makes two stylus attacks.

Stylus. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage plus 7 (2d6) Psychic damage.

Read the Entry (Recharge 5–6). The clerk reads back what it has written about one creature it can see within 60 feet. The target must succeed on a DC 14 Intelligence saving throw or take 21 (6d6) Psychic damage and be incapacitated until the end of its next turn. On a success it takes half damage and is not incapacitated.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022