Dark One's Blessing. Whenever a hostile creature within 30 feet of the cultist is reduced to 0 hit points, the cultist gains 15 temporary hit points.
Dark One's Own Luck (1/Short Rest). When the cultist makes an ability check or saving throw, it can add (1d10) to the roll.
Eldritch Mind. The Cultist has advantage on Constitution saving throws to maintain concentration on its spells.
Pact of the Talisman (4/day). If the cultist fails an ability check, it can add (1d4) to the roll.
Spellcasting. The cultist is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cultist has following spells prepared:
Cantrips (at will): chill touch, eldritch blast, mind sliver, toll the dead
5th level (2 slots): burning hands, cause fear, crown of madness, fear, hellish rebuke, negative energy flood, ray of enfeeblement, scorching ray, shadow of moil, summon lesser demons
Ritual Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 9 (2d8) necrotic damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 300 ft., two targets. Hit: 11 (1d10 + 5) force damage. On a hit, the target's speed is reduced by 10 feet until the end of the cultist's next turn.
Cloak of Flies. As a bonus action, the cultist can surround itself with a 5 foot aura of flies that grants it advantage on Intimidation checks, but disadvantage on all other Charisma checks. A creature that starts its turn in the aura takes 5 (1d10) poison damage.
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