Martial Advantage. Once per turn, the Cultist Commander can deal an extra 2 (1d4) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the Cultist Commander that isn't incapacitated.
Pack Tactics. The Cultist Commander has advantage on an attack roll against a creature if at least one of the Cultist Commander's allies is within 5ft of the creature and the ally isn't incapacitated.
Multiattack. The Cultist Commander makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Lance. Melee Weapon Attack:+8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Whip. Melee Weapon Attack:+8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Longsword. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
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