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
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.
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