Medium Humanoid, Any Non-Good Alignment
Armor Class 12 Mage Robes
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws WIS +4, CHA +4
Skills Arcana +4, Deception +4, Perception +4, Religion +4
Senses Passive Perception 14
Languages Common Any one additional language
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Magical Attacks. The cultist acolyte's attacks count as magical for the purpose of overcoming resistance.

Otherworldly Pact. The cultist acolyte's spells are automatically cast at its highest available spell slot.

Supernatural Devotion. The cultist acolyte has advantage on saving throws against being charmed or frightened.

Zealous Fervor. When the cultist acolyte starts its turn within 10 ft. of another cultist that it can see or hear within range, the cultist acolyte has advantage on attack rolls until the start of its next turn.

Spellcasting. The cultist acolyte is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The cultist acolyte has following  spells prepared:
Cantrips (at will): Eldritch Blast (see below), Thaumaturgy, Guidance
2nd level (2 slots): Hex, Dissonant Whispers, False Life.

Actions

Pact Blade. Melee Weapon Attack: +4 to hit. 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Eldritch Blast. Ranged Spell Attack: +4 to hit, 150 ft., one target. Hit: 8 (1d10 + 2) force damage.

Bonus Actions

Devotion's Favor (1/short or long rest). The cultist acolyte can recover all expended spell slots.

jtmckinney96

Comments

Posts Quoted:
Reply
Clear All Quotes