Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 200 (20d12)
Speed 30 ft.
STR
20 (+5)
DEX
25 (+7)
CON
14 (+2)
INT
25 (+7)
WIS
23 (+6)
CHA
3 (-4)
Saving Throws DEX +9, INT +9
Skills Deception +2, Religion +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Cold, Lightning
Senses Truesight 10 ft., Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

 

Spellcasting:The Chosen Cultist is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +6 to hit with spell attacks). The Chosen Cultist has following sorcerer spells prepared:

Cantrips:Poison Spray, Acid Splash, Chill Touch, Firebolt

1st level(4):Burning Hands, Jump, Shield, Mage Armor

2ndlevel(3):Knock,Levitate,Scorching Ray

3rd level(3):Fireball,Gaseus Form, Lightning Bolt

4th level(2):Stone Skin, Confusion

Evasion: your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Extra Attack: you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

KI: your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.It is 6KI points and it 1 restored every time he kills an enemy.You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

Flurry of Blows:Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

 

Patient Defense:You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Stunning Strike:you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

 

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 4d6 slashing damage.

Brute Force: Melee Attack +8 to hit, reach 5, one creature. Hit:8d4 bludegoing damage.Has a 10% chance  to stun an enemy for 1 turn. enemy must do a Constitution saving throw of 17 or higher , if failed enemy is unable to move , use actions ,cast spells, if it succeds it wakes up from the stun and in the next turn it can act.

Reactions

Reaction Attack: can cast a spell before a dodge.

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.

Monster Tags: NPC

Habitat: Urban

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