Medium Humanoid (Warlock), Typically Neutral Evil
Armor Class 15 Mage Armor
Hit Points 48 (6d8 + 24)
Speed 35 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
Damage Resistances Necrotic, Poison
Senses Unknown Chicken sight - If the cultist has summoned a creature, they can share that creature's sight to avoid the affects of sight blocking spells on the cultist themselves, Passive Perception 15
Languages Common and one other
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The Cultist is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).The Cultist] has following Warlock spells prepared:

  • Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
  • 3rd Level Spells(3 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faith

Magical Attacks The cultist summoner's attacks count as magical for the purpose of overcoming resistance

Actions

The Cultist attacks twice with either its short sword or Eldritch Blast

Short Sword Melee Weapon Attack: +5 to hit, reach 6 ft., 1 target. Hit: 5 (1d6 + 2)  Piercing damage. 

Eldritch Blast Ranged Spell Attack: +7 to hit, 150ft., A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Summon (Chik'N's Grace) (Once per day) The Chik'N Cultist beseeches their lord and attempts to summon a mighty creature to defend them.  The summoner rolls 1d8

1 - The cultist is immediately banished as the spell fails
2 - A single chicken appears
3 - An Abyssal Chicken appears
4 - 2 Abyssal Chickens appear
5 - 5 Normal Chickens appear
6 - A Cockatrice appears
7 - 2 Cockatrices appear 
8 - a Basilisk appears to assist the cultist

Reactions

Chik'N's Might Once per round, if the Cultist is hit with an attack, they may spend their reaction to cast Eldritch Blast at disadvantage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A cultist of the False God, Chik'N, they use their divine powers to bring others under their god's power.  Whether they want it or not.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

TheAxeNinja

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