Medium Humanoid, Neutral Evil
Armor Class 14 (Natural Armor)
Hit Points 143 (15d8 + 75)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws STR +8, CON +8, CHA +6
Skills Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 60ft. (blind beyond), Passive Perception 15
Languages Common, Deep Speech
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magical Attacks. The cultist priest's weapons attacks are magical.

Visceral Hit. When a creature is hit by the cultist priest's piercing appendage and the attack was made with advantage, the creature makes the Constitution saving throw with disadvantage.

Actions

Multiattack. The cultist priest makes 2 tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Piercing Appendage. Melee Weapon Attack: +8 to hit, reach 3o ft., one target. Hit: 26 (6d6 + 5) slashing damage and 14 (4d6) necrotic damage if the target is a creature. The creature must make a DC 16 Constitution saving throw, taking the necrotic damage on a failed save and half as much damage on a successful one. A creature without blood takes no necrotic damage.

miccorey29

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