Blood Magic. Once per day, the cultist can use their own blood to cast one of the following spells, without expending a spell slot: [Charm Person], [Command], or [Dissonant Whispers]. The cultist takes 1d6 damage after using this ability.
Spellcasting. The [Crimson Star Cultist] is a 3rd-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 11, +3 to hit with spell attacks). The [Crimson Star Cultist] has following [wizard] spells prepared:
Cantrips (at will): [firebolt]
1st level (4 slots): [Magic Missile], [Shield], [Sleep]
2nd level (2 slots): [Invisibility], [Misty Step]
Multiattack. The cultist makes two short sword attacks
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [piercing] damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments