Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 14 (leather armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +5, WIS +7
Skills Arcana +6, Deception +5, History +7, Religion +7
Damage Resistances Cold, Necrotic
Condition Immunities Exhaustion
Senses Truesight 15, Passive Perception 13
Languages Abyssal and one other language (usually Celestial or Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Curse of the Specter. When the Cultist drops to 0 hit points it roll a d20, on a roll of 5 or lower, the Cultist becomes a Wraith.A

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

Innate Spellcasting. The Cultist's spellcasting ability is Wisdom (spell save DC 15, +9 to hit with spell attacks). The Cultist can innately cast the following spells, requiring no material components:

At-will: chill touch, toll the dead, ray of frost, cause fear, false life, mage armor, shield, darkvision

3/day: dispel magic, levitate, ray of enfeeblement, ray of sickness, 

1/day: animate dead, vampiric touch

Actions

Multiattack. The fanatic makes two melee weapon attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: # (1d6 + #) slashing damage.

Touch (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (4d6) necrotic damage and the target must make a DC 15 Constitution saving throw or suffer one level of exhaustion for the next hour.

Ray of Cold (Recharge 6). Ranged Spell Attack: +15 to hit, range 180 ft., one target. Hit: 15 (3d10) cold damage and the target must make a DC 15 Constitution saving throw or be paralyzed until the end of the cultist's next turn.

Description

A cultist of Kal'anuka is one that has been partially blessed by Kal'anuka and have been tasked with protecting him and completing his tasks to further his nefarious plans.

Monster Tags: fiend

Habitat: Urban

Keylith_The_Mage

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