| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 9 | −1 | +1 |
| CHA | 14 | +2 | +4 |
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for one creature of the swarm. The
swarm can't regain hit points or gain temporary hit points.
Ritual Sickle. Melee Attack Roll: +5 reach 5 ft. Hit: 10 (2d8 + 1) Slashing damage, or 4 (1d4+1) Slashing damage when bloodied, plus 2 Necrotic damage. Ritual Sickle attacks made against a creature occupying the same space are made at advantage.
Eldritch Blast. Ranged Spell Attack Roll: +5, range 120 ft. Hit: 15 (2d12 +2) Force damage, or 8 (1d10+2) Force damage when bloodied.
Concentrated Burst. (Recharge 5-6) The swarm fires a concentrated burst of eldritch energy. Each creature in a 100 foot long, 5 foot wide Line must succeed on a DC 13 Constitution Saving throw or take 30 (4d10+8) Force damage and are pushed back 10 feet, or half as much damage on a success. If the Swarm is Bloodied, this damage is reduced to 15 (2d10+6).
Description
A small group of roughly ten Cultists.
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