Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 12 leather
Hit Points 24 (4d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Actions

Poison Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. The target must then succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Jar of Sickness (3/day). Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 1 piercing damage. If the attack hits, the target must succeed on a DC 12 Constitution saving throw or be infected by one of the following diseases (choose one or roll 1d8):

d8 Disease
1 Blinding Sickness
2 Filth Fever
3 Flesh Rot
4 Mindfire
5 Seizure
6 Slimy Doom
7 Aboleth
8 Roll on Wildcard Table (1d4)

 

d4 Wildcard Disease
1 Purple Dread
2 Oozing Sweat
3 Earworm
4 Lyrical Torment

 

Alchemical Pouch (1/day). The cultist throws a pouch of alchemical components at a point it can see within 30 feet, causing one of the following effects in a 15-foot radius (choose one or roll 1d4):

1 - Illusion Dust. Until the start of the cultist's next turn, attack rolls against creatures in the area have disadvantage. An attacker that has Blindsight or Truesight is immune to this effect.

2 - Sulfur Cloud. Until the start of the cultist's next turn, putrid gas fills the area. The area is Lightly Obscured and a creature in the area must hold their breath or be incapacitated while the gas remains.

3 - Blinding Flash. Each creature in the area must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn.

4 - Zealous Spark. Each creature in the area gains 15 temporary hit points. These temporary hit points are lost at the beginning of the cultist's next turn.

Bonus Actions

Apothecate (1/day). The cultist drinks a potion blessed by Talona, ending all diseases and poisons affecting it.

Description

Not my idea, I just put it here.

TheLionOrion2

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