Medium Humanoid, Chaotic Evil
Armor Class 15 Leathor Armor
Hit Points 35 (7d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws CHA +5
Skills Deception +5, Insight +3, Religion +2
Condition Immunities Blinded, Frightened
Senses Passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Eldritch Blast. The Cultist of the Far Realm can cast eldritch blast as an at-will action.

Alien Mind. The Cultist of the Far Realm is immune to the charmed and frightened conditions.

Spellcasting: The Cultist of the Far Realm is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Cultist of the Far Realm has the following warlock spells prepared:

Cantrips (at will): Eldritch Blast

1st level (2 slots): Dissonant Whispers , Cause Fear

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Cultist’s Madness. The cultist can use its action to let out a terrifying scream that causes all creatures within 30 feet of it to make a Wisdom saving throw (DC 13) or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Far Realm Aberration. The cultist can summon a far realm aberration to aid it in combat. The aberration appears within 30 feet of the cultist and acts on the same initiative count as the cultist. The aberration remains for 1 minute or until it or the cultist is reduced to 0 hit points.

Dissonant Whispers . The cultist targets a creature within 60 feet and forces it to make a Wisdom saving throw (DC 13). On a failed save, the creature takes (3d6) psychic damage and must use its reaction to move as far away from the cultist as its speed allows.

Cause Fear . The cultist targets a creature within 30 feet and forces it to make a Wisdom saving throw (DC 13). On a failed save, the creature becomes frightened of the cultist for one minute. While frightened, the target must use its action to move as far away from the cultist as it can, and it cannot willingly move closer to the cultist. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eldritch Blast . A beam of crackling energy streaks toward a creature within range. Make a [Tooltip Not Found] spell attack against the target. On a hit, the target takes (1d10) force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

 

Description

The Cultist of the Far Realm appears as a gaunt, sickly figure with sunken eyes and an emaciated frame. Its skin is a sickly pale color, and its hair is thin and wispy. The cultist wears tattered robes adorned with eldritch symbols and carries a dagger at its side. Its eyes are often glazed over and unfocused, giving the impression that it is not entirely present in this reality. When casting spells or using its special abilities, the cultist's eyes may glow with an eerie light, further emphasizing its otherworldly nature. Overall, the cultist's appearance is unsettling and serves as a warning of the dark powers it serves.

Previous Versions

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DeadlyDuck16

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