Great Weapon Fighting. When the cultist rolls a 1 or 2 on a damage die for an attack made with a melee weapon wielded with two hands, it can reroll the die and must use thew new roll.
Aura of Protection. Whenever the cultist or an allied creature within 10 feet makes a saving throw, the creature adds +5 to the saving throw and is immune to being frightened. The cultist must be conscious to grant these benefits.
Infernal Smite. When the cultist hits a creature with a melee weapon attack, it can expend a spell slot to deal extra necrotic damage in addition to the weapon's damage. The extra damage is (2d8) for a 1st-level spell slot, plus an additional (1d8) for each spell level higher than 1st.
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 the following spells prepared:
1st level (4 slots): bane, command, false life, searing smite, thunderous smite, wrathful smite
2nd level (3 slots): branding smite, darkvision, drayfn's blunted blade, krail's rupture, ray of enfeeblement
3rd level (2 slots): blinding smite, counterspell, dispel magic, spirit shroud, vampiric touch
Multiattack. The cultist makes two melee weapon attacks with its Harvester.
Harvester. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 6) slashing damage or 13 (1d12 + 6) slashing damage if wielded with two hands. This weapon has the Thrown property with a range of 20/60 ft.. When thrown, this weapon automatically returns to its wielder's hand (no action required) after the attack.
Lay on Hands (5/day). As a bonus action, the cultist may touch a creature and heal it for 10 hit points. This also cures the creature of any poison or disease that may be afflicting it.
Channel Divinity: Decaying Smite (1/day). As a bonus action, the cultist can empower its Infernal Smite with anti-life. When the cultist next uses its Infernal Smite, it deals damage as if cast from its highest level spell slot without expending one. The cultist can change the damage type to fire, cold, lightning or poison instead of necrotic.
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