Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (14 with mage armor)
Hit Points 21 (6d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +6, Religion +3
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The cultist's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 14), requiring no material components:

At will: disguise self, mage armor (self only)

Spellcasting. The cultist is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6) to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): booming blade, [spell[fire bolt[/spell], prestidigitation

1st level (2 3rd-level slots): burning hands, command, counterspell, fireball, flock of familiars, hellish rebuke, hex, suggestion

Dark One’s Blessing. When the cultist reduces a hostile creature to 0 hit points, it gains 10 temporary hit points.

Dark One’s Own Luck (Recharges after a Short or Long Rest). When the cultist makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Pact of the Talisman (3/long rest). When the cultist fails an ability check, it can add a d4 to the roll, potentially turning the roll into a success.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Maddening Hex. As a bonus action, the cultist causes a psychic disturbance around a creature it can see within 30 feet of it that is cursed by its hex spell. The cursed target and each creature of its choice within 5 feet of the target, takes 3 psychic damage.

Previous Versions

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11/27/2020 7:04:26 PM
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1.1
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1.2
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Monster Tags: NPC

Habitat: Urban

farlet10

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