Medium Or Small Humanoid, Chaotic Evil
Armor Class 13 leather armor
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +4, WIS +5
Skills Deception +5, Insight +7, Stealth +5
Senses Passive Perception 11
Languages Common, Abyssal and another language of your choice
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Fanatic of Fear. The Cultist has advantage on saving throws against being Frightened while it can see another cultist. 

Actions

Sacrificial Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is restrained, it takes an additional 7 (2d6) piercing damage.

Chaos Strike. The cultist casts Chaos Bolt at 2nd level. +5 to hit, dealing (2d8) plus (2d6) damage of the random type (as determined by the spell).

Chaos Surge. As an action, the cultist can sacrifice themselves using an amulet, causing a surge of chaotic energy to spill out. The cultist and each creature of its choice within 10 feet of it gains 2d10 temporary hit points. Additionally, enemies within 10 feet of the cultist take 2d10 necrotic damage. The cultist's allies also gain advantage on their next attack or saving throw.

Bonus Actions

Dark Whispers (Recharge 4-6). As a bonus action, the cultist can utter vile incantations, causing a creature it can see within 30 feet to make a DC 13 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Dndtyrano

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