Blood Offering: Once per long rest, the cultist can deal 5 damage to itself to add [roll]2d6[/roll] necrotic damage to it's next spell or melee attack.
Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened.
Spellcasting:
Cantrips (at will): Thaumaturgy, Toll the dead
1st Level (3 Slots): Inflict Wounds, Shield of Faith
Shadow Dagger: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: [roll]1d6+3[/roll] piercing damage plus [roll]1d8[/roll] necrotic damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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