Medium Humanoid (Changeling), Any Non-Good Alignment
Armor Class 13 Leather armor
Hit Points 27 (5d8 + 5)
Speed 25 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Senses Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist jockey has advantage on saving throws against being charmed or frightened.

Fanatic Advantage. Once per turn, if the cultist jockey makes an attack with advantage on the attack roll and hits, it deals an extra 5 (1d8) damage of the attack's type. 

Mounted Empowerment. While the cultist jockey is upon their mount, they have advantage on attack rolls against any unmounted creature that is at least one size smaller than their mount. If their mount hits with an attack before the cultist jockey's next turn, the cultist jockey's next attack has a +2 bonus to the attack roll. Additionally, they have advantage on Dexterity saving throws from an effect that would target both them and their mount.

Spellcasting. The cultist jockey is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The cultist jockey has the following warlock spells prepared:
Cantrips (at will): poison spray, infestation 
1st level (2 slots): hex, hellish rebuke, arms of hadar, comprehend languages 

Actions

 

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

c00lcatz

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