Medium Humanoid (Any Race), Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 26 (5d8 + 1)
Speed 30 ft.
STR
11 (+0)
DEX
8 (-1)
CON
12 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
3 (-4)
Senses Passive Perception 12
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

When reduced below zero hit points, the cultist will transform during its next round.

At its silver level, it will form into a thing like a sea monster.

Actions

Before transformation:  Human, Elf or Half-Elf.  1d8 HP.  1 attack by weapon type.

After Transformation:

Multiattack. The cultist makes 5 attacks:  1 bite, 2 tentacle; 2 claw

Gaping maw:  No hit required if 2 or more tentacle/claw hits.  d12+2

Tentacle:  +3TH; 1d8+2 damage

Claw:  +1TH, 1d6+3 damage

With 2 or more tentacle/claw hits, the cultist grapples its target, gets an automatic gaping maw hit and its target may only attempt to break the grapple (13 or more).

Reactions

Opportunity attacks are taken with tentacle.

Description

The Cult of Dugaat believes that one day in the very near future, the Old Gods will return and flood all the land and make it sea.  They are both ambivalent about this--their Gods are truly evil--and anxious for the day to come--because it will prove them correct.

In order to live through this, they swallow a Dugaat, which is a small, slimy amphibian or piscine larval thing that gradually makes them more and more fish-like and able to live in the water.  However, it gives their voice a strange sound as if they were talking underwater.  Other cult members understand this quasi-language but non-cultists can barely make out what they are saying.

Once you swallow a Dugaat, there is no getting out of the cult.  Members gradually become more and more piscine looking and have trouble living on land.

Monster Tags: NPC

Habitat: Urban

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