SWURPG
Nightsister Acolyte

Nightsister Acolyte

TR 1

Humanoid · Medium·Recommended levels: 1-4

AC
13(Wraps and ichor wards)
HP
22(4d8+4)
Speed
30 ft
Initiative
+2

Abilities

STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
15
+2
CHA
12
+1

Saves

  • WIS +4

Skills

  • Use the Force +4
  • Stealth +4
  • Survival +4

Languages

  • Paecian
  • Galactic Basic

Equipment

Enchanted bladeIchor charm

Traits

Pack Magick

The Acolyte has Advantage on attack rolls against a creature if at least one other Nightsister is within 5 ft of that creature.

Actions

Enchanted BladeMelee Weapon Attack
To hit
+4
Range
5 ft
Target
one target
Hit
5 (1d6+2) energy damage
Ichor SparkRanged Force Attack
To hit
+4
Range
30 ft
Target
one target
Hit
5 (2d4) energy damage
Hex (1/Day)

The Acolyte curses one creature within 30 ft. The target makes a DC 12 Wisdom saving throw or has Disadvantage on its next attack roll.

Lore

The Acolyte is a Nightsister initiate — a young Witch still learning the coven's magicks, armed with an enchanted blade and the first sparks of ichor-craft. Minor named initiates like Luce appear in The Clone Wars among the clan's rank and file. An Acolyte is not yet a Hunter, Warrior, or Shaman; she is the coven's numbers, its eyes, and its future.

Individually an Acolyte is a low threat, but Nightsisters do not fight alone. Pack Magick rewards the coven's swarming style — a knot of Acolytes around a single target hits far harder than their stat block suggests. They are the encounter you use to fill out a coven, to ambush an over-confident party, or to teach low-level characters that the Witches are dangerous in any number.

In Play

Run Acolytes in groups and keep them clustered — Pack Magick means they want to gang up on one PC at a time. They open with Ichor Spark at range, then close to swarm with enchanted blades, saving their single Hex for the party's biggest threat. They are fragile and will break and scatter if their Clan Mother or Spell Weaver falls, which makes them a good pressure valve: the party can rout the initiates by killing the leader.

Adventure Hooks

  1. The InitiationA group of Acolytes has been sent to claim a 'trial' kill, and the party — or someone they protect — is the target. The witches are young, uncertain, and not yet beyond reason; the encounter can end in blood or in a frightened initiate talked down.
  2. The RunawayAn Acolyte has fled her coven and seeks asylum with the party, bringing the coven's wrath behind her. Is she a genuine defector, a planted spy, or a girl who simply doesn't want to raise the dead?
  3. Numbers in the DarkWhat looks like a handful of lone witches is the visible edge of a far larger coven. Every Acolyte the party fights is one more set of eyes reporting back — and the longer the party lingers, the bigger the force that gathers.