Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 22 (3d8 + 2)
Speed 30 ft., Climb 20 ft.
STR
11 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
14 (+2)
Skills Deception +2, Religion +2
Damage Vulnerabilities Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight Out to 5ft. If the sence of smell is inhibited in someway, this is void., Passive Perception 12
Languages Any two languages (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Toxic blood.  The cultist heals from poison damage.

Scent of blood.  Creatures below half-health cannot benifit from hiding or invisibility, due to there loss of blood.

Actions

Blood Skewer. Ranged Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 8 (1d12+2) poison damage.

Transmorgrify.  The Blood Sorcerour shapshifts into either a wolf of a hawk

Spells.  the cultst knows the following spells

Cantrips: Acid splash, firebolt, mage hand

1st level (3 slots): Cure wounds, magic missile, mage armor*

2nd level (2 slots): Dragons breath, Flock of familiars

3rd level (2 slot): Fly*, Slow

4th level (1 slot): Virvolotic sphere

Reactions

Survival of the fittest.  If a creature dies within 30 feet of the cultist, then it can heal from one roll of the dead cretures hit die

 

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

Drallop12

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