Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (Mage armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws WIS +5, CHA +7
Skills Arcana +6, Deception +7, Perception +5, Persuasion +7, Religion +6
Senses Darkvision 120, Passive Perception 15
Languages Any one language (usually Common) and one of choice
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Vampire's Sight The cultist's vision is not obscured
by magical darkness.
Death Magic
Whenever the cultist deals force
damage, it deals necrotic damage instead

Undying Gift Whenever the cultist is reduced to 0
hitpoints, it can make a Charisma saving throw with a
DC equal to half the damage dealt (minimum 10). It
cannot benefit from this feature if tis takes radiant
damage or if it is hit with a critical hit. On a successful
saving throw, it regains 1 hitpoint instead.

Doom Sight When a creature under the effects of
Omen targets the cultist herald with an attack or forces
it to make a saving throw against an effect that targets
only the herald, that creature must first roll a d6. Upon
rolling a 5-6, the attack automatically misses or the
effect fails against the herald.
Herald Curse When the cultist herald is reduced to 0
hitpoints, the creature that reduced it to 0 hitpoints
must succeed a DC 16 Charisma saving throw or fall
under the effects of Omen. These effects last
indefinitely until Remove Curse or a similar effect is
used on that creature.
Magical Attacks The cultist herald's attacks count as
magical for the purpose of overcoming resistance
Otherworldly Pact The cultist herald's spells are
automatically cast at its highest available spell slot.
Omen Creatures inflicted with omen must subtract
4(1d6) from any attack rolls, ability checks, or saving
throws, it makes for the duration. Creatures under the
effects of Omen also take an additional 4(1d6) damage
each time it takes damage.

This condition does not stack on top of itself. For
example, once a creature suffers from Omen, acquiring
this condition again does not increases the penalties
acquired.
Supernatural Devotion The cultist herald has advantage
on saving throws against being charmed or frightened
Supernatural Curse The cultist herald cannot lose
concentration on Hex or Bestow Curse from taking
damage.

Actions

Spellcasting
The cultist herald is an 8th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
hit with spell attacks).

Cantrips Toll the Dead Eldritch Blast(see below), Thaumaturgy, Guidance
1st Level Spells (4 slots) Inflict Wounds
2nd Level Spells (2 slots) Ray of Enfeeblement
3rd Level Spells(3 slots) Animate Dead, Vampiric Touch, Summon Undead Bane, Dissonant Whispers, Fear, Hex, Bestow Curse

Mystic Arcanaum Otherworldly Form, Create Undead,Finger of Death, Circle of Death


Eldritch Blast.Ranged Spell Attack: +7 to hit, 150ft., one
target. Hit: 10 (1d10+4) force damage. This attack hits
twice against the same or separate targets. This attack
is considered to be a cantrip
Devotion's Favor(1/short or long rest) The cultist herald
can recover all expended spell slots
Doomsday(Recharge 5-6) All creatures afflicted with
Omen within 30ft. of the cultist herald that it can see
or hear must succeed a DC 16 Charisma saving throw.
On a failed saving throw, creatures take 33 (6d10)
force damage and half as much on a successful saving
throw. On a successful saving throw, creatures take half
damage.
Creatures reduced to 0 hitpoints by this attack are
immediately killed

Deathly Blast When the cultist uses Eldritch Blast, the
target cannot regain hitpoints until the end of its next
turn..

Bonus Actions

Patron's Omen One creature that the cultist can see
within 30ft. of it must succeed a DC 15 Charisma
saving throw. On a failed saving throw, creatures all
under the effect of omen for 1 minute. On a successful
saving throw, creatures are immune to this effect for
the next 24 hours.

Reactions

Death's Lash When the cultist takes damage from an
attacker within 60ft. of it, the attacker must succeed a
Constitution saving throw against the cultist's spell
save DC. On a failed saving throw, it takes necrotic
damage equal to the damage taken and the target's
hitpoint maximum is reduced by that amount as well. If
a creature is reduced to 0 hitpoints, it instantly dies. A
creature's hitpoint maximum can be restored by taking
a long rest.

The dead creature turns into a undead provided the body is not destroyed. 

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: NPCSidekick

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Gamerworf

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