Magical Attacks The cultist's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact Spells are cast at the highest available spell slot
Supernatural Devotion The cultist has advantage on saving throws against being charmed or frightened
Sacrificial Offering When the cultist kills a creature, it regains one expended spell slot
Zealous Empowerment When the cultist deals a critical hit, it deals triple damage instead of double
Zealous Blessing(Recharge 5–6).At the start of each of its turns, the cultist can add an additional damage die to its Pact Blade and Eldritch Blast until the end of its next turn
Draconic Magic When the cultist deals damage with its spells, treat immunity as resistance.
Dragon's Blessing Whenever the cultist deals force damage, it can deal one of the following types instead: acid, cold, fire, lightning, or poison (roll 1d6)
Spellcasting. The cultist is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): Eldritch Blast, Thaumaturgy, Guidance
3rd level (2 slots): Hex, Spirit Shroud, Spiritual Weapons, Absorb Elements, Burning Hands, Frost Fingers, Binding Frost, Dragon's Breath, Fly, Protection from energy, Fear
Pact Blade Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Eldritch Blast Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) force damage.
Devotions Favor(1/short or long rest) the cultist can recover all expended spell slots
Patrons Bestowal:Dragons Roar(Recharge 5–6). Creatures within a 20ft cone must succeed on a Dexterity Saving Throw (DC 13). On a failed save, the target takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened. On a successful save, creatures take half damage and are not frightened. At the end of each turn, the target can repeat the saving throw to end the frightened effect.
Dragon's Menace When the cultist takes damage from an attacker within 60ft of it, the attacker must make a Dexterity Saving throw (DC 13). On a failed save, it takes 2d8 (2d8) force, acid, cold, fire, lightning, or poison (roll 1d6) and is frightened.
Zealous Mark One creature the cultist can see within 30ft is marked for death. Until the ability is used again on another creature, the cultist can make an additional attack against the marked target with its Pact Blade or Eldritch Blast whenever it takes the attack action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Third-tier members of the cult of the dragon
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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