Multiattack. The abjurer makes two Necrotic Burst attacks.
Necrotic Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) necrotic damage.
Force Blast. Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, mage hand, message, toll the dead
2/day each: dispel magic, fire bolt, mage armor
1/day each: arcane lock, banishment, invisibility, wall of force
Arcane Ward (Recharge 4–6). When the arcane cultist or a creature it can see within 30 feet of it takes damage, the cultist magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Description
Arcane Cultists specialize in matters arcane and are relied on heavily in this powerful cult not just as enforcers but sages of sorts as well. Though usually that information comes in twisted demonic limericks.
Arcane Cultists
sometimes act as sect leaders, often times just arcane enforcers possessed by demons bound into service of Vasheer. This gives them certain abilities and quirks. They are always creepy AF when not in disguise.
Comments