Dragon's Hide. The cultist is immune to lightning damage.
Dragon's Hardiness. The cultist is immune to critical hits.
Dark Devotion: The cultist has advantage of saving throws against being charmed by magical means.
Multi-attack: Can attack twice, either with a weapon or breath weapon.
Lightning Breath (Recharge 6). The cultist exhales lightning in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Crackling Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 1d6 [piercing] damage, +1d6 [lightning] damage.
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.
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