Medium Or Small Humanoid, Lawful Evil
Armor Class 18 (Mage Robes)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws WIS +4, CHA +5
Skills Arcana +4, Deception +4, Persuasion +4, Religion +4
Senses Darkvision 60ft, Passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Actions

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. 

Reactions

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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Ringling1106

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