Statistics
| Creature type | Medium humanoid, any lawful alignment |
|---|---|
| Armor Class | 12 (padded armor) |
| Hit Points | 18 (4d8) |
| Speed | 30 ft. |
| Ability Scores | STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 11 (+0), WIS 14 (+2), CHA 13 (+1) |
| Saves and Skills | Religion +2, Performance +3, Persuasion +3 |
| Senses | passive Perception 12 |
| Languages | Common, Ignan |
| Challenge | 1/2 (100 XP) |
Traits
Guiding Chime (1/encounter). As a bonus action, the adept rings a handbell. One ally within 30 feet can move up to half its speed without provoking opportunity attacks.
Actions
Scimitar. Melee Weapon Attack: +3 to hit; 4 (1d6 + 1) slashing damage. Ember Chant. Ranged Spell Attack: +4 to hit, range 60 ft.; 7 (2d6) fire damage. Dissonant Peal (Recharge 6). Creatures in a 15-foot cone make a DC 12 Constitution save or take 7 (2d6) thunder damage and fall prone.
Tactics and Roleplaying
Adepts stay behind sentinels and reposition allies with Guiding Chime. Most are sincere believers rather than fanatics. They stop fighting if Caldra retreats or the ritual clearly threatens Embermarket.