Dark Sight. Magical darkness doesn't impede the cultists darkvision.
Magic Resistance. The cultist has advantage on saving throws against spells and other magical effects.
Child's Innocences. The cultist has advantage on persuasion, helping them gain the trust of those around them when needed.
Make-Believe Child. While the Cultist is pretending to act like a child, it is indistinguishable from whatever race the majority of the town it is residing in is. If the town is very mixed in the types of races living there it defaults to a human child. If an observer succeeds on a DC 16 Intelligence (Investigation) check or a DC 16 Wisdom (Insight) check they will see the cultist for what they truly are. If the observer cannot see the mark of their master, then they have disadvantage to discern that the cultist is not a normal child. The cultists are unable to be detected by spells or abilities that detect aberration creature types, unless the person with such affects is able to see the mark of their master.
Mark of their Master. While the cultist at first glance looks like a normal child, upon closer inspection they will have a mark branded on their skin, as a sign of loyalty to their Master. Typically their marks will be on their hands, cheeks, or feet, depending on their rank within the cult. Feet show they are runners, gatherers of information, spies scoping out potential targets. Cheeks show they are camp dwellers, the ones to stay back and study the words of their master, the ones that make the preparations for rituals. Hands show the most devout, the ones unafraid to get their hands dirty, the ones willing to be a vestal for their master. A cultists mark will faintly glow when in contact with blood, or a dead body.
Will of the Wisps. The cultists can catch and keep Will'o'wisps in small jars and containers, much like fireflies. Releasing them when needed to help lure in potential victims to wherever they have set up camp for that night. They also tend to use the Will'o'wisps as nightlights and decorations around their camps.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The cultist magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the cultist wears or carries is invisible with it.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Sneak Attack. Once per turn, the cultist deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cultist that isn't incapacitated and the cultist doesn't have disadvantage on the attack roll.
Cry of the Damned. The cultist makes a horrific and heart wrenching cry that seems to echo all around them. All humanoid creatures within 50 feet of it that can hear it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the cultist for the next hour, or until the cultist dies or is unconscious. The charmed target will not see the cultist as a threat, instead the target seeing them as a young child. The cultist easily persuading the target to follow them into the woods, or to the nearest humanoid child. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Vestal of the Damned One. The cultists master takes control of his servants body and targets one creature it can see within 120 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or take 25 (6d6 + 4) psychic damage and be stunned until the end of the cultist next turn as incomprehensible whispers fill the target’s mind. Upon the Cultists death, the earth tremors around them, their body turning to ash as their master leaves it's vestal.
Description
The Cultists of the Damned One are small, humanoid looking creatures, hellbent on serving their master. They take on the looks of children, many even having the demeanor of them, causing mischief and following their master almost as if he were their parent. They tend to target actual children as they are easy to subdue, as well as parents they can easily trick. Forcing them to join the cult, and eating those that either caused to much trouble, or that their master blessed them with. They see their master as someone who cares for them, often bringing him sacrifices to appease him, or for him to directly inhabit. Those in the cult see being their masters Vestal as the highest honor you can be granted, however those used only tend to survive around a month as their bodies are not meant to permanently house him, it slowly decaying them until they are nothing more than a husk.
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