Demonic. If a creature reduces the cultist to 0 hit points all other cultists part of the cultist’s same cult are instantly signaled of the target’s location and are suddenly filled with rage. The target also takes 10 (2d8 + 2) necrotic damage and gains 1 level of exhaustion.
Demonic Shriek. The cultist pulls back it’s hood revealing it’s identity and let’s out an ear-splitting scream which quickly is muted as a giant tentacle reaches out of the cultist’s mouth and a chosen target makes a DC 16 DEX saving throw or be grappled. At the end of the grappled target’s turn the target may make a DC 15 STR check. On a failed check, the target takes (2d4 + 2) 6 necrotic damage. On a successful check, the target is released from 30 ft. In the air and should take fall damage as needed. The tentacle may do this again as an action as long as the cultist is still in tentacle form.The tentacle has 40 (10d8) hit points and an AC of 14 (natural armor). All other stats are the same as the cultist’s. If the tentacle is reduced to 0 hit points, it is retracted into the cultist’s mouth and the cultist is reduced to 5 hit points and knocked prone. If the cultist is attacked instead of the tentacle, it just does the damage to the tentacle instead.
Poisonous Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (2d4 + 1) [damage type] damage. The target must make a DC 26 CON saving throw or be poisoned for 1 minute and take 10 (2d8 + 2) poison damage.
Tentacle. RangedWeapon Attack: +7 to hit, range 10/70 ft., 1 target. Hit: 10 (2d8 + 2) bludgeoning damage.
Dark Stare. Choose a target the cultist can see. The target must make a DC 17 CON saving throw or take 6 (2d4 + 2) poison damage.
Description
Any cultist that may believe in some sort of evil.
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