Medium Humanoid, Any Alignment
Armor Class 12 mage robes
Hit Points 26 (4d8 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws WIS +4, CHA +3
Senses Passive Perception 14
Languages Common and one language of choice
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Otherworldly Pact The cultist fanatic's spells areautomatically cast at its highest available spell slot

Supernatural Devotion The cultist fanatic has advantageon saving throws against being charmed or frightened

Sacrificial Offering When the cultist fanatic kills acreature, they regains one expended spell slot.

Zealous Strikes When the cultist fanatic starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist fanatic can make one additional Pact Blade or Eldritch Blast attack as part of its action.

Spellcasting

The cultist acolyte is an 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).

Cantrips Eldritch Blast(see below), Thaumaturgy,Guidance,

2nd Level Spells(2 slots) Hex, False Life, Shadow Blade,Protection
from Evil and Good,shild,Spiritual Weapon



Actions

Pact Blade. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage
Eldritch Blast. Ranged Spell Attack: +4 to hit, 150ft., one target. Hit: 8 (1d10+2) force damage.

Ascendant Blast When the cultist uses Eldritch Blast, it can deal an additional 1d10 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends

Ascendant Pact Blade When the cultist makes an attack with its Pact Blade, it can deal an additional 1d8 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends

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

 

Reactions

Ascendant Wrath When the cultist takes damage from an attacker, it can force the attacker to make a Charisma saving throw equal to its spell save DC. On a failed saving throw, creatures suffer vulnerability to one damage type of the cultist's choice until the end of its next turn.

Description

Acolytes are the lowest rank of any cult. These individuals typically serve as initiates, whose primary goal is to earn favor to ascend the ranks. They also serve as foot soldiers for mundane tasks such as recruiting other members or spreading their patron's influence through violence or fear.

tdover

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