Medium Aberration, Typically Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 90 (10d10 + 40)
Speed 40 ft., Swim 50 ft., Climb 60 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +5
Damage Resistances Acid
Damage Immunities Poison, Psychic
Senses Blindsight 100ft, Passive Perception 8
Languages Abyssal, Common, Deep Speech --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The cultist is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cultist must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the deranged cultist is in humanoid form, they are indistinguishable from any other passerby.

Actions

Multiattack. The cultist makes two melee attacks.

Strangle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 38 (4d8 + 6) bludgeoning damage.

Slash. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 58 (5d10 + 8) slashing damage.

Description

Mad cultist fanatics that wish to bring about the endless void of non-existence. These creatures have turned themselves into something less human through the scientific meddling of the insane. They managed to partially merge, through magical means, the tissue of humans with that of the entities of non-existence.

Habitat: ArcticForestHillMountainUnderdarkUrban

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