Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 10 Natural Armor
Hit Points 60 (10d8 + 20)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws CON +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Petrified
Senses Darkvision 120 ft., Passive Perception 10
Languages Abyssal Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Grotesque Protection. The corrupted cultist's body is always reacting to the world around it. At the start of its turn, roll 1d20 and add 10. This is the cultist's AC for the next round. 

Chaotic Form. The corrupted cultist is immune to any spell or effect that would alter its form.

Actions

Multiattack. The fanatic makes two melee attacks.

Slam. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target grappled (escape DC 12). The cultist has two arms, each of which can grapple only one target.

Description

The corrupted cultist is usually the result of a fanatic trying to channel too much power of whatever it is they worship. The channels that direct the magical power through their bodies cannot handle the burden, and magic spills, mutating and transforming the cultists' body. Whatever ability they had to channel divine energy is stripped from them as the magic usually destroys their minds as well. However, it is a dark exchange, for now their bodies channel energy subconsciously, leading to strange effects. Their bodies are malleable, suddenly capable of stretching and distorting grotesquely. Their bodies react to the whatever is hurting, changing composition instantly. Thus, an attack that seemed effective moments ago will land on hardened, chitinous skin when it lands a second time, seemingly to no effect.

Monster Tags: NPC

Habitat: Urban

DMGOO

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