Insanity. The cultist has advantage on will saving throws against being frightened, or charmed.
Multiattack. The knight makes two melee attacks.
Brutal weapon attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Autogun Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
For the dark gods! The cultist can make a sacrifice of either friend or foe to appease the dark gods. The cultist will roll a d20, on a nat 1 a demon host takes control of the cultist and the cultist turns into a lesser demon. on a 4-10 the cultist will heal 2d8 hit points. 11-15 the cultist will get advantage on it's next attack roll. 16-19 the cultist will give this same advantage to himself and all other chaos units in a 30 foot radius. On a natural 20 the cultist may summon a greater demon.
Description
A Chaos Cult is the most dangerous of all those organizations that plot to overthrow the rule of the Imperium of Man from within. All planets and civilizations belonging to the Imperium can harbor Chaos-tainted organizations, which themselves are as diverse in practice and membership as is imaginable.
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