Dark Devotion. The Elite has advantage on saving throws against being charmed or frightened.
Multiattack. The Elite makes two attacks, with either its longsword or Fathom's blast, and can replace an attack by casting a spell.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d8+3) slashing damage or two-handed Hit: 9 (1d10+3) slashing damage.
Fathom's Blast. Ranged Spell Attack: +5 to hit, range 150 ft., one creature. Hit: 9 (1d10+3) force damage. if a creature is hit, they are also pulled 10 ft closer to the target.
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
(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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