Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (3d6 + 4) slashing damage.
Lance +4 3d12 piercing reach 10ft
Longbow (50 gp) 3d8 piercing Ammunition (range 150/600), heavy, two-handed
Enchantment by their god on low health grows huge dark claws becomes able to fly. Lasts 60 minutes. attack: +7 to hit reach 15ft multiple creatures hit: 2x12d6+4 knock back 5ft.
Description
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
Lair and Lair Actions
Closed up in the deepest end of the cultist base with 5 followers. the room heales everyone 4 times if the leader gets bellow half of its HP.
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