Dark Devotion. The Elite has advantage on saving throws against being charmed or frightened.
Multiattack. The Elite makes two attacks, it can replace an attack with the casting of a spell.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Fathom's Blast. Ranged Spell Attack: +5 to hit, range 150 ft., one creature. Hit: 9 (1d10+3) force damage.
Dreadful Words. Ranged Spell Attack: Range 60 ft, one target, Wisdom saving throw DC 13, on a failure a creature is dealt 8 (2d4+3) psychic damage. and the target has disadvantage on its next attack roll.
Spellcasting. The Elite is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Elite has the following Warlock spells prepared:
Cantrips (at will): mage hand, message, guidance, mage armor
(1/perday, cast at 2nd level): arms of hadar, charm person, mind spike, mirror image, silence
Description
Cult Elites are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. many elites usually have a great amount of potential, if not power, before they fully awaken to the path they follow and are granted power if not a bargain from higher influences. Those of the magus take power in the form of more spells they can cast. while Elite blade masters take a greater form of power in a weapon their master might bestow them.
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