Medium Humanoid, Any Alignment
Armor Class 18 mage armor
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +12, CHA +18
Senses Passive Perception 16
Languages Common and one language of choice
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance(1/day) Upon failing a saving throw, the cultist hand can choose to succeed instead. Upon using this feature, it regains one expended spell slot.

Otherworldly Favor Once on each of its turns, the cultist hand can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice

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

Magical Resistance The cultist hand has advantage on saving throws against spells and magical effects.

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

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

God Slayer The cultist's spell effects can ignore resistance on Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends. Any immunities these creature possess counts as resistance instead.

Magic Resistance The cultist has advantage on saving throws against spells and magical effects

Occultic Empowerment Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends have disadvantage on saving throws against the cultist's spell effects

Spellcasting

The cultist hand is an 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).

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

5rd Level Spells(3 slots) Hex, Planar Binding, Counterspell, Dispel Magic , Dimension Door, Spirit Guardians,Protection from Evil and Good,shild,Spiritual Weapon,Counterspell, Dispel Magic, Fly,Banishment, Dimension Door,Circle of Power, Hold Monster, Dispel Evil and Good

Mystic Arcanaum Disintegrate, Globe of Invulnerability



Actions

Multiattack The cultist hand can make two attacks with its Pact Blade

Pact Blade. Ranged Spell Attack: +9 to hit, 5ft., one target. Hit: 10 (1d10+5) slashing damage + 5(1d8) force damage.

Eldritch Blast. Ranged Spell Attack: +9 to hit, 300ft., one target. Hit: 11 (1d10+5) force damage. This attack hits three times against the same or separate targets. This attack is considered to be a cantrip

Patron's Bestowal (Recharge 5-6) When available, the cultist hand can use one of the following abilities as an action

Devotion's Favor The cultist hand can recover all expended spell slots

Mystic Arcanaum The cultist hand can cast a spell of its choice at 6th level from their patron class list without expending a spell slot

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 Patron

Bestowal Option: Ascendant Spell(Recharge 5 6) When the cultist cast's a spell, they can deal full damage instead of rolling until the start of its next turn.

 

Bonus Actions

Divine Command The cultist hand can use its bonus action to command one of its allies within range to use its reaction to move up to half its movement speed and to make an attack against a creature within range.

Eldritch Storm(Recharge 5-6) When the cultist hand can use its bonus action use its Eldritch Blast attack.

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

Cult hands serve as lieutenants or secondary leaders of a cult. For example, a cult hand may reside over a cult faction in a specific city, ultimately answering to a cult leader who is in charge of an order that spans entire continents. Other times, cult hands may serve as aids or advisors to emissaries of their Patron. For example, a pit fiend or deva may have several hands that always accompany them whenever they travel beyond their domains.

tdover

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