Elder Sacrifice. if a cultist would be reduced to 0 hit points, they call on the power of the Blood Queen, ripping out their heart, resetting their current hit point total to 300 hit points as they allow Pisaethces to take control of their body. They regain all spell slots and two blood red mucus tentacles sprout from the ground. Each tentacle has 125 hit points and 18 AC and is considered a creature that uses the cultists saving throws and immunities. While they have these tentacles, whenever a cultist casts a spell they can target one extra creature for each tentacle that is remaining - the additional creatures must be in range of the tentacles to be targeted. Additionally, cultists can now use the option in the "Mythic Actions" section for 1 hour. Award the party an additional 50,000 XP (100,000 total) for defeating the cultist after Elder Sacrifice activates. Once the cultist is killed in this form the tentacles will disappear.
Unknowing Aura. Creatures within 1 mile of a cultist are not considered proficient with any skills.
Axiomatic Mind. A cultist can’t be compelled to act in a manner contrary to its nature or its instructions.
Constrict. The cultist has six tentacles it can use to grapple a target. The target must be up to 5-feet away. the target must roll a DC 20 Dexterity saving throw or they are restrained and must succeed on a DC 20 Strength saving throw to break free. The cultist can use this ability as an opportunity attack.
Blood Queens Boon. Once per day, as a bonus action on your turn you can summon an Aboleth within 20 feet of a cultist. It does not have access to legendary actions and disappears after 1 hour. The Aboleth rolls its own initiative.
Blood Forged Sword. Forged with the mucus of the Blood Queen this cursed sword is cold to the touch. Whenever the cultist makes a melee attack it regains (2d12) hit points and places Hex on the target for 4 turns (does not count as concentration).
Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 20 (3d12 + 5) cold damage and 5 (1d12) slashing damage.
Innate Spellcasting (Psionics). Cultists' innate spellcasting ability is Intelligence (spell save DC 26, +19 to hit with spell attacks). They can innately cast the following spells requiring no components.
At Will: Eldritch Blast (4 beams), Dissonant Whispers, Phantasmal Force, Phantasmal Killer, Confusion, Misty Step.
3/day each: Hold Person (as a 4th-level-spell), Dissonant Whispers (as a 7th-level-spell), Slow, Counterspell (as a 7th-level-spell)
1/day each: Feeblemind, Prismatic Wall, Reverse Gravity
Enslave (2/Day). Cultists target one creature it can see within 60 ft. of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the cultist until the cultist dies or until it is on a different plane of existence from the target. The charmed target is under the cultists control and can't take reactions, and the cultist, and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the cultist.
Lantern of the Faithful (3/day). Using its spell casting focus as a weapon the cultist can use the spell Fog Cloud and [spell[Sleet Storm[/spell] at the same time on a point 10-feet in front of them. The spell lasts 3 turns.
Blind Faith. As a bonus action, a cultist can expend a use of a spell to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn.
Blood Queens' Rebuke. When the cultist takes damage it can react and deal (4d12) psychic damage to the creature that damaged it within 120-feet.
Mother of Realities. If targeted by an ability that would transport the cultist to another plane of existence the cultist must make a DC 20 Wisdom saving throw. if successful the cultist can negate the effect and chose one creature in line-of-sight as the new target of the spell. If unsuccessful the spell takes effect.
Blessing of the Old Ones (3/Day). When attacked by a melee weapon attack, as reaction and within 60-feet of two creatures, the cultist can teleport and switch places with one creature. That creature will instead be the new target of the melee weapon attack. The attacker must make a DC 22 Dexterity saving throw. If successful the attacker can miss instead of attacking the creature. If unsuccessful the attack hits and is automatically a critical hit.
The cultist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cultist regains spent legendary actions at the start of its turn.
Congeal (1 Action). Blood ruptures from your veins and begins to thicken and resemble mucus. You gain (5d10) temporary hit points until the next round.
Mockery of the New Gods (2 Actions). You defile your opponents beliefs and hopes with horrific images of the Blood Queen. One creature must make a DC 18 Wisdom saving throw. If unsuccessful the creature has disadvantage on all ability checks for one turn and are frightened. They must move as far away from the cultist as possible on their next turn. If they succeed they must use their reaction to move away from the cultist but do not have disadvantage and can use their turn normally.
Prayer of Harm (3 Actions). The cultist cuts its wrists taking (3d12) slashing damage (resistance/immunity does not apply). Choose up to 4 creatures you can see within 60-feet. Each creature must make a DC 26 Intelligence saving throw. if unsuccessful the creatures are grappled by small red tentacles and take (12d6) psychic damage. to remove the tentacles the creatures must succeed on a DC20 Strength check or be assisted by someone else. Whilst grappled creatures cannot cast spells or use abilities and do not regain hit points.
If the cultists' mythic trait is active, they can use the options below as legendary actions for 1 hour after using Elder Sacrifice.
Tentacle Lash (1 Action). A number of creatures equal to the number of tentacles the cultist has left within 20 feet of her must make a DC 22 Constitution saving throw or take 39 (6d12) necrotic damage and the cultist regains health equal to the damage dealt, as the tentacles enter the body of the target absorbing their vitality.
Tentacle Wave (2 Actions). Ranged Attack: +16 to hit, reach 100ft. Hit: 50 (6d12 + 10) necrotic damage. The cultist momentarily absorbs the tentacles into themselves and immediately blasts a wave of red blood-like mucus in a circle around them. After casting this the tentacles reform up to 20-feet away from the cultist. If only one tentacle remains this attack deals (3d12+10) necrotic damage.
Paid in Blood (3 Actions). The cultist can absorb a tentacle giving it +4 to AC and gaining the tentacles remaining hit points, however the tentacle cannot reform. Additionally the cultist regains uses of all its spells.
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