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 8 (3,900 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.

Magical Attacks The cultist invoker's attacks count as
magical for the purpose of overcoming resistance
Otherworldly Pact The cultist invoker's spells are
automatically cast at its highest available spell slot.
Supernatural Devotion The cultist invoker has advantage
on saving throws against being charmed or frightened
Frightful Presence When the cultist invoker enters into
their Avatar form, creautres within 30ft. that can see or
hear them must succeed a DC 15 Wisdom saving
throw or become frightened for one minute.
Creatures can repeat its saving throw at the end of each
of its turns to end the effect on a successful saving
throw.
Undying Champion (1/long rest) When the cultist
invoker is reduced to 0 hitpoints, it drops to 1 hitpoint
and can use its Patron's Avatar feature for one minute.

Actions

Spellcasting
The cultist summoner 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) Hex, Spiritual Guardians, Find
Familiar, Guardian of Faith, Animate Dead, Vampiric Touch,
Summon Undead

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 invoker
can recover all expended spell slots
Patron's Avatar(1/day) The cultist invoker can take the
form of a its patron taking on a form appropriate for its
deity. While in this state, the cultist invoker gains
33(6d10) temporary hitpoints.
While these temporary hitpoints are active, the cultist
invoker's AC increases by 3 and it has resistance to
non-magical bludgeoning, piercing, and slashing
damage and one additional damage type of its
choice(as appropriate for its Patron).
This state lasts for up to 1 hour or until the cultist
invoker loses its temporary hitpoints

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

Bonus Actions

Patron's Agility(Avatar Form Only) The cultist invoker can
use its bonus action to Dash

Reactions

Avatar's Fury(Avatar Form Only) When the cultist invoker
takes damage, it can use its reaction to make an attack
against that creature using its Pact Blade or Eldritch
Blast

 

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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