Medium Humanoid, Neutral Evil
Armor Class 15 Cultist garbs
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
8 (-1)
CHA
20 (+5)
Senses Passive Perception 12
Languages Common, Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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


Eldritch Force. The first time in a turn when a creature is hit
by the cultist’s Eldritch Blast, the cultist pushes the creature 10
ft. away from them or pulls the creature 10 ft. towards them.


Spellcasting. The cultist is a 12th-level spellcaster. Their
spellcasting ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). They regain their expended spell slots when
they finish a short or long rest. They know the following spells:


Cantrips (at will): Eldritch Blast, Mage Hand, Thaumaturgy
1st-5th level (2 5th-level slots): Arms of Hadar,
Cause Fear, Command, Ray of Enfeeblement, Dispel Magic,
Hypnotic Pattern, Black Tentacles, Blight, Cloudkill.
6th level: (1 6th-level slot): Mass Suggestion

Actions

Multiattack. The cultist fires three eldritch blasts.


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.


Eldritch Blast. Ranged Spell Attack: +8 to hit, range 60 ft., one
target. Hit: 10 (1d10 + 5) force damage.

LewisBird

Comments

Posts Quoted:
Reply
Clear All Quotes