Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Hive Mind. The cultists operate in groups under a leader (not always present during combat), and they all communicate telepathically with one another. Each group shares spells and spell slots between them. When the leader dies, the cultists lose access to spellcasting.
Psionic Spellcasting. The cultist's spellcasting ability is Intelligence (spell save DC 13), +3 to hit with spell attacks. The cultists can only cast one spell per initiative count, except for leaders. The cultists can cast the following spells, requiring no components:
Cantrips (at will): friends, minor illusion, mind sliver
1st Level (3 slots): disguise self, charm person, ray of sickness
2nd Level (2 slots): invisibility, misty step, hold person
Description
A cultist sworn to Valifax, the lord of undeath. Valifax is a powerful being who took over Orcus's layer of the abyss roughly a century ago. His cultists willingly undertake a ritual to become undead, often to escape from drug addiction or painful emotions. Though Valifax employs the magic of undeath, he commands his cultists through psionics, and his command structure is similar to that of the Illithid, leading some people to wonder about his true nature.
Pale white flowers grow from the cultists' mouths, and as such, they wear masks to disguise their nature.
Due to the strange nature of shared spell slots, the cultists may scale weird in different contexts. The calculations were based on a group of four cultists, which should be roughly equivalent to a CR 2 monster. If you're not sure whether to use them. I'd recommend crunching numbers yourself. Feel free to tweak/make up your own lore if they would fit in your campaign somewhere. The cultists are as of yet untested.
Comments