Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Eldritch Force. The first time in a turn the cultist hits a creature with their Eldritch Blast, the cultist pushes the creature 10 ft. away from them or pulls the creature 10 ft. towards them.
Spellcasting. The cultist is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). They regain their expended spell slots when they finish a short or long rest. The cultist has following spells prepared:
Cantrips (at will): Eldritch Blast, Mage Hand, Thaumaturgy
1st-5th level (2 5th-level slots): Arms of Hadar, Cause Fear, Command, Ray of Enfeeblement, Dispel Magic, Hypnotic Pattern, Black Tentacles, Blight, Cloudkill.
6th level (1 6th-level slot): Mass Suggestion.
Multiattack. The cultist fires three eldritch blasts.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 3) piercing damage.
Eldritch Blast. Ranged Spell Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 10 (1d10 + 5) force damage.
Description
Acolytes are the dark priestesses of their religion. While Acolytes lack raw physical strength, they make up for it by using their unholy and arcane incantations to ravage the minds of those who cross their path.
From DM-Tuz's Horrors of the Dark
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