Medium Humanoid, Any Alignment
Armor Class 14 (leather armor)
Hit Points 115 (14d8 + 3)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
9 (-1)
Skills Deception +2, Religion +2
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed.

Dark One's Own Luck. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Fiendish Resilience. You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell.  When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.

Actions

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 4) slashing damage.

Major Image. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature.

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. It looks completely real, however physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC(12). If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Description

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Monster Tags: NPC

Habitat: Urban

Tolvaj

Comments

Posts Quoted:
Reply
Clear All Quotes