Exorcists are practitioners of evicting spirits. They are often solitary hunters who travel from place to place to offer their services in battling fiends and other threats to protect the Material Plane.
Medium humanoid (any race), any non-chaotic alignment
Armor Class 12 (studded leather)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
|10 (+0)||10 (+0)||12 (+1)||12 (+1)||16 (+3)||18 (+4)|
Saving Throws Wis +7, Cha +8
Skills Insight +7, Investigation +5, Perception +7, Religion +5
Senses passive Perception 17
Languages any two languages (one is usually Common)
Challenge 2 (450 XP)
Manifesting. The exorcist is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 16, +8 to hit with power attacks). It has 24 power points to spend on the following powers: extrasensory perception, muddle, precognition, psychic static, psychometry, spectral armament.
Evict Spirit. The exorcist attempts to rip a spirit possessing a host from its host by performing a 10 minute ritual. The spirit must make a DC 16 Charisma saving throw. If the save is failed, the spirit is removed from its host and stunned until the end of its next turn.
Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) damage.
Spectral Armament. Ranged Power Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (2d4 + 4) force damage. The spectral armament can be attacked, it has AC 13 and 30 hit points. The exorcist must manifest the spectral armament before it can use this action.