Medium Humanoid, Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws WIS +4
Skills History +4
Damage Resistances Psychic
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

 

Old God's Gift. The sickle the cultist uses deals an additional d4 of psychic damage (included in the attack). 

Spellcasting. The cultist is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): eldritch blastmage handprestidigationspare the dyingray of frost
1st level (4 slots): thunderwave, cure woundswitch bolt 
2nd level (3 slots): invisibilityscorching ray 
3rd level (2 slots): lightning bolt

Actions

Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 3 (1d4 + 1) psychic damage.

Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

 

Description

A once-ordinary cultist that has been touched by an old god, they have gained powerful spellcasting, and enhancements to their own melee capabilities. In addition to that, they have been given a "gift": a tentacle that replaces their non-dominant arm.

cthulhusCrytpt

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