Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
When the cultist reaches half health, on its next turn it can start symbiote abilities.
Horrifying Visage. Each creature within 60 feet of the symbiote that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 round.
Multiattack. If the symbiote is visible, it can use its horrifying visage action. If it does, it may make 2 attacks.
Scimitar (Cultist Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Pseudopod (Symbiote Only). Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Sticky-Matter Projectile (Symbiote Only). Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. The symbiote can use its bonus action to pull a creature it has hit with this attack back by 10 feet. The creature must make a DC 15 Strength check to avoid being pulled.
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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