Medium Or Small Humanoid
Armor Class 15 Chain shirt
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws INT +3, WIS +6
Skills Insight +6, Nature +3, Perception +6
Damage Resistances Poison, Thunder
Condition Immunities Frightened, Poisoned
Senses Passive Perception 16
Languages Auran, Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Hold Breath. The cultist can hold its breath for 30 minutes.

Spellcasting. The cultist is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The cultist has the following druid spells prepared:

Cantrips (at will): Gust, Shillelagh, Thorn Whip

1st level (4 slots): Absorb Elements, Cure Wounds, Entangle, Thunderwave

2nd level (3 slots): Dust Devil, Enlarge/Reduce, Gust of Wind, Spike Growth

Actions

Quarterstaff. Melee Weapon Attack (Shillelagh): +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Actions

Dust Devil. While concentrating on the spell Dust Devil, the cultist can use its bonus action to move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of its next turn. The cloud heavily obscures its area. 

Reactions

Absorb Elements. Upon taking damage, the cultist can expend a spell slot to gain resistance to the triggering damage type until the start of its next turn. Also, the first time it hits with a melee attack on its next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Kachowmente

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