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
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
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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