Call army. The army of cultists can call up to 10 allied fighters to fight within a 120ft area in any battle of chosen, these fighters must be of any evil alignment.
longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 2) [slashing] damage.
Shortbow. RangedWeapon Attack: +6 to hit, range 120/600 ft., 1 target. Hit: 7 (1d6+ 4) [piercing] damage.
Hide . The cultist can hide as reaction and to uncover the position of the cultist it is a dc 20 intelligence check.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Usually fighting in groups of 15 in one area they are usually accompanied by 10 - 12 zombies. They worship the queen of death who is said to bring. The great death every 10,000 years
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.
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