Spellcasting. The cultist is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): fire bolt, chill touch, mage hand, prestidigitation
1st level (4 slots): hex, mage armor, magic missile, shield
2nd level (3 slots): misty step, phantasmal force
3rd level (3 slots): counterspell, fireball, fear
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Demonic Vigor (1/day). As a bonus action, or as a reaction when this creature would drop to 0 hit points, it regains 1 hit point and gains temporary hit points equal to its Constitution modifier plus its maximum number of Hit Dice.
Unholy Tether. As a reaction when an ally of this creature within 30 feet of it dies, this creature regains hit points equal to twice the dead creature’s Constitution modifier.
Description
Most members of the Cabal serve it in a religious capacity. Cells of Cabal cultists are found throughout the world, worshiping Belzenlok in secret. Once inducted into the Cabal more formally, cultists shave their heads and become initiates, assisting priests in their dark rites. As Cabal priests rise through the ranks, they dress more ornately, often wearing headgear or high collars that set them apart from initiates. Most Cabal clerics are dementists, and carry with them implements of sacrifice and veneration. But a few are more martial in nature, wielding heavy blades and viewing combat as the most active form of sacrifice to Belzenlok.
Comments