Medium Humanoid (Human), Lawful Evil
Armor Class 14 (Studded Leather)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws WIS +4
Skills Deception +3, Persuasion +3, Religion +2
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. 

Actions

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. 

Bonus Actions

Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

Habitat: Any

NullNomad

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