Fanatical Devotion: The cultist has advantage on saving throws against being charmed or frightened.
Dark Devotion: The cultist has advantage on saving throws against spells and other magical effects.
Vampiric Blessing: The cultist has resistance to necrotic damage.
Blood Pact: The cultist has advantage on an attack roll against a creature if at least one of the cultist’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack: The cultist makes two melee attacks.
Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.
Unholy Smite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage.
Dark Bolt: Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage.
Cunning Action: The cultist can take the Dash, Disengage, or Hide action.
Parry: The cultist adds 2 to its AC against one melee attack that would hit it. To do so, the cultist must see the attacker and be wielding a melee weapon.
Description
The Vampire Cultists are a group of fanatical followers who worship vampires as divine beings. They believe that by serving these undead masters, they will be granted eternal life and power. However, they have not been turned into vampire spawn for a few reasons:
- Proving Loyalty: The vampires require their cultists to prove their unwavering loyalty and usefulness before granting them the “gift” of vampirism. This ensures that only the most devoted and capable followers are turned.
- Control: Keeping the cultists as humans allows the vampires to maintain control over them. As humans, the cultists are more easily manipulated and less of a threat to the vampires’ dominance.
- Utility: The cultists can operate during the day and perform tasks that vampires cannot, such as gathering information, recruiting new members, and acquiring resources.
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