Medium Humanoid, Lawful Evil
Armor Class 15 Studded Leather
Hit Points 76 (8d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +6, CHA +6
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Damage Immunities Necrotic
Senses Passive Perception 12
Languages Celestial, Common, Deep Speech Common, Celestial, Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Devoted. The Cult Devotee has advantage on saving throws against being charmed.

Actions

Devoted Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) [necrotic] damage. If damaged by this blade the target must make a DC 14 Constitution saving throw or its maximum hit points are reduced by the amount of damage taken until the next long rest.

Shadow Ray. Ranged Spell Attack: +7 to hit, range 60 ft., 1 target. Hit: 12 (2d8 + 3) [necrotic] damage.

Bonus Actions

Elusive. The Cult Devotee may take the Disengage or Hide action as a bonus action on each of its turns.

Blood Mark. The Cult Devotee may call upon the entity they serve and choose up to 3 targets within 30 ft that it can see. The chosen creatures must succeed a DC 14 Charisma saving throw or become marked for 1 minute. Only up to three creatures may be Marked at one time.

Reactions

Blood Curse - Harm. When dealt damage by an attack from a Blood Marked creature that the Cult Devotee can see, it can use its reaction to gain resistance to that attack and deal half of the damage dealt to its attacker in the form of psychic damage.

Blood Curse - Heal. When a Blood Marked creature with in 30 ft that the Cult Devotee can see is healed, this creature can steal half of the hit points restored to the Blood Marked creature. 

Description

A Cult Devotee is a member of an evil cult that has proven themselves and sacrificed enough to draw the attention of their object of worship and have been granted rare dark powers to enact their patron's will.

BregaladQBeam

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