Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Spellcasting. The cultist is a 3rd-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): eldritch blast (one blast), mage hand
1st level (4 slots): grease, guiding bolt, magic missile, shield
2nd level (2 slots): darkness, invisibility, silence
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6) slashing damage or, if the cultist had advantage on the attack roll, 14 (4d6) slashing damage.
Leech Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+2) piercing damage. On a hit, the target must succeed on a DC 8 Constitution saving throw or be reduced to 0 hit points. If a creature is reduced to 0 hit points by this attack, the cultist regains all of their hit points.
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