Blackfingers Acolyte
Creature 6 (uncommon) — human, humanoid
Pre-Remaster content. May include legacy alignment.
ShadeSnareLANDhumanhumanoid
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +16
Languages common
Skills acrobatics +14, diplomacy +12, intimidation +14, Norgorber Lore +10, religion +16, stealth +16, thievery +16
Str
+1
Dex
+4
Con
+1
Int
+0
Wis
+4
Cha
+2
Items Dagger, Hand Crossbow, Leather Armor, Religious Symbol of Norgorber
AC 24
Fort +11
Ref +16
Will +16
HP 95
Speed 25 feet
Offense
Melee Dagger (agile, finesse, magical, versatile-s) +15, Damage 1d4+6 piercing
Ranged Hand Crossbow (reload-1) +14, range increment 60 feet, Damage 1d6 piercing plus Bolts
Abilities
Cast Down — When the acolyte casts Harm to damage one creature, that creature is knocked Prone if it takes any damage from the spell. If the creature critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
Sneak Attack — The acolyte deals an additional 2d6 precision damage to Off-Guard creatures.
Divine Prepared Spells DC 24, attack +17
3rd Blindness, Heroism, Vampiric Touch
2nd Augury, Invisibility, Spiritual Weapon
1st Bane, Fear, Harm (×3), Illusory Disguise
Cantrips (3rd) Chill Touch, Divine Lance, Guidance, Light, Shield
Divine Focus Spells DC 24, attack +17; 1 Focus Point
1st Sudden Shift
WORKS WELL WITH
FlankerLANDCreates off-guard condition enabling sneak attack while sharing the tempo burden of melee engagement.
CrasherLANDKnocked-prone targets are off-guard to both, creating a priority dilemma between recovering or retaliating.
AnvilLANDHolds targets in place so the shade can set up sneak attack without chasing, splitting enemy attention across two threat axes.
PUNISHES
✖ low Fortitude✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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