Withering Spellcraft. When the cultist deals damage with one of its spells, the spell can deal necrotic damage instead of its original type.
Divine Necrosis (6/day). The cultist's touch inspires sickness. Once during its turn when the cultist deals damage to a target with a weapon attack or a spell that deals necrotic damage, the cultist can sicken the target for 1 minute. A sickened target suffers a -2 penalty to attack rolls and saving throws. If the cultist deals damage to a sickened creature, the target is no longer sickened and becomes poisoned until the end of its next turn.
Intensify Illness. The cultist's touch makes the sick sicker. Whenever the cultist deals damage to a sickened or poisoned creature with a weapon attack or spell that deals necrotic damage, the creature takes an additional (1d8) poison or necrotic damage (DM's choice).
Channel Divinity (2/day). The cultist can channel the power of its dark god to use one of the following options:
- Despoil. As an action, the cultist can present its unholy emblem and speak a curse which causes vile energy to radiate from it in a cloud of corruption. The cultist creates a 30-foot-radius sphere of poisonous fog centered on itself. The fog spreads around corners and lasts for the duration of the feature or until a strong wind disperses it, ending the effect. Its area is lightly obscured.
When another creature enters the effect's area for the first time on a turn or starts its turn there, that creature must make a DC 17 Constitution saving throw, taking (1d10) poison damage and (1d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breath. The fog persists for 1 minute. - Bestow Corruption. As an action, the cultist can make a melee spell attack against a creature. On a hit, the creature is blinded, deafened, and poisoned for 1 minute. At the end of each of its turns, the target can make a DC 17 Constitution saving throw. On a success, one condition of the target's choice ends.
Spellcasting. The cultist is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The cultist has following spells prepared:
Cantrips (at will): poison spray, resistance, sacred flame, thaumaturgy, toll the dead, word of radiance
1st level (4 slots): bane, create or destroy water, guiding bolt, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, drayfn's blunted blade, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): bestow curse, orros mark of fate, slow, spirit guardians, spirit shroud, stinking cloud
4th level (3 slots): blight, death ward, guardian of faith, pacify monster, polymorph
5th level (2 slots): contagion, flame strike, hallow, krail's rot, spirit swarm,
Infernal Intervention (1/week). The cultist can call upon its Demonic Deity for its aid. The cultist rolls 1d100, if it rolls a 10 or lower the cultist chooses up to 10 creatures it can see within 60 feet of itself. Each of those creatures must succeed on a DC 20 Constitution saving throw or be affected by the blight spell (as if cast at 6th level).
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
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