Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10 + 2) piercing damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person
Blood Offering. If the cultist is at 15 hit points or less and the Grandfather is within 30 ft, they may use an action to give him their remaining life force. The cultist must succeed on a wisdom saving throw where the DC is equal to their current hit points. On a successful save, they instantly drop to 0 hit points, and the Grandfather receives the same benefits he would if he had defeated them. On a failed save, the cultist skips the rest of their turn as they begin to question their allegiances. At the start of their next turn, they make the same saving throw. On a successful save, they turn on the Grandfather and begin to protect themself. On a failed save, they continue working under the Grandfather and can act as they normally would.
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
Comments