Fanatical Devotion. The Cultist has advantage on saving throws against being charmed or frightened.
Khorne’s Zealotry. When the Cultist reduces a creature to 0 hit points, it can immediately move up to its speed and make one melee weapon attack as a bonus action.
Reckless Attack. At the start of its turn, the Cultist can choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Spellcasting. The Cultist is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The Cultist has the following spells prepared:
- Cantrips (at will): Produce Flame, Fire Bolt
- 1st Level (2 slots): Burning Hands, Hellish Rebuke
- 2nd Level (1 slot): Scorching Ray
Multiattack. The Cultist makes two attacks with its Bloodstained Dagger.
Bloodstained Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.
Blood Offering (1/Day). The Cultist slashes itself with its dagger, dealing 5 necrotic damage to itself and empowering its next attack. The next time the Cultist hits with a melee attack before the end of its next turn, the attack deals an extra 7 (2d6) necrotic damage.
Description
Cultists of Khorne are not only fanatical warriors but also wielders of destructive fire magic, a rare trait among the followers of the Blood God, who typically despise sorcery. These cultists have been granted the ability to harness flames in battle, believing that the fires they conjure are manifestations of Khorne's wrath. Their spells are brutal and direct, focusing on causing as much carnage as possible. Clad in simple, blood-spattered robes, they combine their spellcasting with savage melee combat, making them versatile and unpredictable opponents on the battlefield.
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