Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Spellcasting (Wis: DC15). The Cultist of Creation is a 5th-level spellcaster. Its spellcasting ability is Wisdom (Spell save DC12, +2 to hit with spell attacks). The cultists has the following spells prepared:
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 2) slashing damage
Cantrips:
Eldritch Blast ; sacred flame, fire bolt, shocking grasp
lvl 1 spells (4 uses):
burning hands ;
lvl 2 spells (4 uses):
Hold Person ; Misty Step
lvl 3 spells (2 uses):
Conjure Barrage ; Lightning Bolt
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (2d4 + 1) piercing damage.
Lightning Bolt (3/day). The cultist casts a 3rd-level Lightning Bolt spell.
Tentacle Grasp (Recharge 5-6). The cultist calls upon the power of the tentacle god to create a writhing tendril of lightning. One creature within 30 feet of the cultist must succeed on a DC 15 dex saving throw or take 14 (4d6) lightning damage by a tentacle rising from the ground, electrocuting the target, and restraining it. While restrained, the target takes 7 (2d6) lightning damage at the start of each of its turns. a DC 13 strength check is required to get out of the tentacles grasp.
Bonus Action: Lightning Infusion The cultist can infuse its weapon or a target creature's weapon within 5 feet with crackling lightning energy. The next time the infused weapon hits a target, it deals an additional 1d6 lightning damage.
Previous Versions
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8/30/2023 2:15:58 PM
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