Five Spire Initiate

Medium humanoid (any race), any lawful alignment

Armor Class

15

Hit Points

55 (10d8+10)

Speed

30 ft.

Saves

Dex +5, Wis +4

Skills

Insight +4, Perception +4

Languages

Common

Challenge

3

Unarmored Defense

When the initiate is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

The initiate makes two attacks: one with its unarmed strike and one with its fire jab.

Unarmed Strike

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.

Fire Jab

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 10 (3d6) fire damage.

Three Point Strike (Recharge 5-6)

The initiate makes three unarmed strike attacks against one target. If two attacks hit, the target is incapacitated. If three attacks hit, the target is stunned. These conditions last until the end of the initiate's next turn.