Medium Humanoid (Warlock), Chaotic Evil
Armor Class 12 plate
Hit Points 20 (24d8)
Speed 30 ft.
STR
16 (+3)
DEX
6 (-2)
CON
12 (+1)
INT
6 (-2)
WIS
15 (+2)
CHA
3 (-4)
Saving Throws STR +5
Skills Athletics +5
Damage Vulnerabilities Acid, Fire, Force, Lightning, Psychic
Condition Immunities Paralyzed
Senses Darkvision, Passive Perception 8
Languages Common, Draconic, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

 

Spellcasting. The Cultist Guard is a #-3rd Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The Cultist Guard has following Warlock spells prepared:
Cantrips (at will): [Eldritch Blast], 
1st level (# slots): [summon familiar], [magic missile],

Actions

Action Name. claw attack

Action Melee Attack. Melee Weapon Attack: +#4, reach #8 ft., # target. Hit: # (#d20#1 + #0) [piercing] damage. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Cultist Guard is a low level prison guard.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoidHuman

Habitat: Underdark

Eeeeeeeeeeagle

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