Medium Humanoid, Chaotic Evil
Armor Class 15 mage armor
Hit Points 90 (11d8 + 30)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws WIS +2
Damage Resistances Lightning, Necrotic, Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight, Passive Perception 10
Languages Common, Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Eldritch Resilience: The cultist has advantage on saving throws against being charmed or frightened.

Tentacle Empowerment: The cultist's spells and abilities that deal damage or force a saving throw deal an additional 1d6 necrotic damage.

Spellcasting. The Cultist of Creation is a 3th-level spellcaster. Its spellcasting ability is Wisdom (Spell save 8 +3(Wis) +3(Profic.) = 14 to hit with spell attacks). The cultists has the following spells prepared:

Cantrips (At will): sacred flame, fire bolt, shocking grasp

1st level (5 slots): command, inflict wounds, witch bolt, hellish rebuke

2nd level (4 slots): Shatter, Ray of Enfeeblement, Scorching Ray, Shadow Blade

3rd level (3 slot): Aura of Vitality, Lightning Bolt, Summon Undead, Vampiric Touch

Actions

The cultist is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The cultist has the following Warlock spells prepared:

Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion
1st level (4 slots): Armor of Agathys,Hex
2nd level (3 slots):Hold Person,Misty Step
3rd level (2 slots):Counterspell,Hunger of Hadar

 

Actions

  • Eldritch Blast: Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (1d10 + 3) force damage.

  • Tentacle Staff: Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14) by the staff's tentacles.

  • Hungering Tentacles (Recharge 5-6): The cultist conjures a 20-foot radius sphere of writhing tentacles in a point within 60 feet. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (4d8 + 3) bludgeoning damage and being restrained on a failed save, or half as much damage on a successful save. A creature that starts its turn in the area takes 10 (2d8) bludgeoning damage.

 

 

Bonus Actions

Tentacle Whiplash: The cultist's staff sprouts additional tentacles, and it makes a melee spell attack against a creature within 10 feet of it. Hit: The target takes 10 (2d6 + 3) necrotic damage and must succeed on a DC 14 Strength saving throw or be knocked prone.

 

Reactions

Tentacle Shield: When the cultist is hit by a ranged attack, it can use its reaction to summon a protective barrier of tentacles. It gains a +3 bonus to its AC against that attack.

Previous Versions

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4/12/2023 8:03:29 AM
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4/12/2023 11:31:15 AM
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8/30/2023 2:04:45 PM
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Monster Tags: humanoid

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