Largesse Initiate| Free Monster for D&D and PF2e

Largesse Initiate| Free Monster for D&D and PF2e

Designed by Hannah Wilkins
PF2e Conversion by David N. Ross

A largesse initiate is a young scholar-warrior still finding their place between book-learning and battlefield instinct. Newly inducted into their order, these wanderers travel from village to village offering advice on magical disturbances, teaching eager students, and stepping in when arcane threats arise. Though talented and well-studied, they haven’t yet learned to fully trust their own power—so they rely on agility, discipline, and a sturdy quarterstaff while their growing command of magic flickers at their fingertips.

Largesse Initiate - D&D 5e

Initiate. The initiate is an individual recently brought into the ranks of the scholar–warriors. While they have a good grasp on magic and history, they have not yet learned to trust the forces of magic, so they carry a quarterstaff to protect themselves. One will often find them traveling across the countryside to assist and advise on magical problems and teach magic to those interested.

Largesse Initiate

Medium humanoid (any), neutral good

Armor Class 15 (unarmored defense)

Hit Points 78 (12d8 + 24)

Speed 40 ft., climb 15 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

18 (+4)

14 (+2)

16 (+3)

14 (+2)

10 (+0)

Saving Throws Dex +5, Int +6, Wis +5

Skills Acrobatics +7, Arcana +6, History +6

Senses passive Perception 12

Languages Common, Draconic, and one other language

Challenge 4 (1,100 XP)   Proficiency Bonus +3

Evasion. When the initiate is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half damage on a fail.

Unarmored Defense. While the devotee is wearing no armor and wielding no shield, the AC includes its Intelligence modifier.

Spellcasting. The devotee’s spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks). It can cast the following spells:

At will: detect magic, shillelagh, shocking grasp (2d8)

3/day: blindness/deafness, dimension door, hypnotic pattern

Actions

Multiattack. The devotee makes one open palm strike and one quarterstaff attack. It can replace its open palm strike with an arcane bolt attack.

Open Palm Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage.

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) magical bludgeoning damage, or 9 (1d8 + 4) magical bludgeoning damage if used with two hands.

Arcane Bolt. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 6 (1d6 + 4) radiant damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of the initiate’s next turn.

Reactions

Arcane Deflection (Recharge 6). The initiate or an ally it can see within 10 feet of it is targeted by a single-target spell. The initiate makes a check using its spellcasting modifier against the caster’s DC. On a success, the devotee twists the spell to target the original caster or a target within 5 feet of them as if it was the caster.

 

Largesse Initiate - Pathfinder 2e

Initiate. The initiate is an individual recently brought into the ranks of the scholar–warriors. While they have a good grasp on magic and history, they have not yet learned to trust the forces of magic, so they carry a quarterstaff to protect themselves. One will often find them traveling across the countryside to assist and advise on magical problems and teach magic to those interested.

Largesse Initiate     Creature 6

Medium, Holy, Human, Humanoid

Perception +16

Languages Common, Draconic, Empyrean

Skills Acrobatics +16, Divine Dragon Lore +13, Religion +16, Society +13

Str +1, Dex +4, Con +3, Int +1, Wis +4, Cha +0

Items +1 striking handwraps of mighty blows, +1 striking staff

 

AC 24; Fort +13, Ref +16 (perfected reflexes), Will +14

HP 90

Perfected Reflexes When the largesse initiate rolls a success on a Reflex saving throw, they get a critical success instead. When they roll a failure on a Reflex save against a damaging effect, they take half damage.

Deflect Spell [reaction] (divine) Trigger A creature Casts a Spell that targets only the devotee or an ally within 10 feet of the devotee. Effect The initiate attempts to counteract the triggering spell (counteract modifier +14, counteract rank 3rd). Whether the spell is counteracted or not, the caster becomes temporarily immune to this reaction for 1 minute. If the spell is counteracted, the initiate can turn it back on its caster or another creature in the initiate’s reach. The original caster can attempt a save and use other defenses against the deflected spell as normal.

 

Speed 35 feet, climb 20 feet

Melee [one-action] staff +14 (magical, monk, two-handed d8), Damage 2d4+3 bludgeoning plus 1d8 force

Melee [one-action] open palm +15 (agile, finesse, magical, unarmed), Damage 2d6+3 bludgeoning plus 1d8 force

Ranged [one-action] divine bolt +15 (agile, divine, holy, nonlethal, range 30 feet, unarmed), Damage 2d8+3 spirit plus blinding radiance

Divine Spontaneous Spells DC 24, +16 attack; 3rd echoing weapon (Pathfinder Secrets of Magic), roaring applause (Pathfinder Secrets of Magic) (2 slots); 2nd revealing light, spiritual armament (2 slots); Cantrips (3rd) detect magic, glamorize (Pathfinder Divine Mysteries), prestidigitation, read aura, shield

Monk Qi Spells (Pathfinder Player Core 2) DC 24, 2 Focus Points; 3rd inner upheaval, shrink the span

Blinding Radiance (divine, incapacitation) A creature hit by the initiate’s divine bolt must succeed at a DC 24 Fortitude save or be blinded until the end of the devotee’s next turn. A creature that was critically hit by the ranged attack gets the outcome one degree of success worse than they rolled.

Flurry of Blows [one-action] (flourish) The initiate makes two unarmed or staff Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

 

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