Dedicated: Its opinion can not be changed, so it can not be charmed persuaded and any roll to deceive has disadvantage
Shadow Dart: +4 to hit, range 10/100 ft. (2d6 + 4) [Necrotic] damage
Para-Vial: +2 to hit, range 2ft. (Inflicts Paralysed)
The creature can take the hide action as a bonus action
ITS A TRAP:
When an enemy moves, within 30ft of you, through a small device in front it, the creature must make a Dex saving through of 15, or its movement speed is reduced to 0 till the start of its next turn
Takes up a entire turn (including bonus action)
Shadow Call (One Action). The Creature pulls out a small metal device and concentrates his shadow essence into it. All creatures nearby feel something pass underneath them. (any other Cultist Will receive a signal that this cultist needs help and its location on the device)
Description
This cultist scouts the lands of the tower, it has adapted to the mountainous terrain and scouts the lands alone or in pairs. They don't pick fights and prefer to remain hidden and strike from the shadows.
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.
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Posted Nov 6, 2023This was made for a friends Home-brew campaign so the monsters are slightly stronger then there CR.