Stare of the Thousand. Anyone apart of the "Thousand" can tell if someone else is in the cult just by looking into their eyes.
Spellcasting. The Cultist is a 1-level spellcaster. Its spellcasting ability is 13 (spell save DC 12, +0 to hit with spell attacks). The Cultist has following Wizard spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion
1st level (5 slots): Cause Fear, Sleep, Mage Armor
Speech. The Cultist has a chance to rally more.
Swing. Melee Weapon Attack: +0 to hit, reach 5 ft., 3 target. Hit: 1 (1d4 + 2) [Slashing] damage.
Bruised and Battered. Once a Cultist is lower than 5 HP, the Cultist gets a free turn to cast a spell.
Description
A cultist of the Thousand. These cultists are slightly stronger than the average human, and use the Black Woods' power to benefit from it.
Lair and Lair Actions
The Black Woods. The woods are known to amplify your strongest feeling the closer you are to the center.
Lair Actions
On initiative count 20 (losing initiative ties), the [Cultist] takes a lair action to cause one of the following effects; the [Cultist] can’t use the same effect two rounds in a row:
- Ritual.
- Set trap.
Regional Effects
The region containing a [Cultist]’s lair is [dark and rotting], which creates one or more of the following effects:
- Darkness.
- Fog.
If the [Cultist] dies, these effects fade over the course of 1d20 days.
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