Medium Humanoid, Lawful Evil
Armor Class 16 Mage Armor
Hit Points 60 (8d8 + 24)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
19 (+4)
Senses Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magical Attacks. The cultist Summoner's attacks count as magical for the purpose of overcoming resistance.

Otherworldly Pact. The cultist Summoner's spells are automatically cast at its highest available spell slot.

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

Supernatural Aid. The cultist Summoner cannot lose concentration on a spell effect to summon a creature by taking damage..

Summoner's Vengeance (1/long rest). When the cultist Summoner is reduced to 0 hit points, a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in the nearest unoccupied space. This creature lasts for 1 minute and is considered an ally to the cultist and its allies and acts on the cultist's initiative.

Spellcasting. The cultist Summoner is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cultist Summoner has following  spells prepared:
Cantrips (at will): Eldritch Blast (see below), Thaumaturgy, Guidance
3rd level (3 slots): Hex, Spiritual Guardians, Find Familiar, Guardian of Faith.

Actions

Eldritch Blast (2 Beams). Ranged Spell Attack: +7 to hit, 150 ft., one target. Hit: 10 (1d10 + 4) force damage.

Call from the Beyond (Recharge 5-6). The cultist Summoner can summon a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in an unoccupied space within 30 ft. This creature lasts for 1 hour, until it is dismissed, if it is reduced to 0 hit points, or if the cultist Summoner uses this ability again. This creature is considered an ally to the cultist and its allies and acts on the cultist's initiative.

Bonus Actions

Summoner's Fury. The cultist Summoner can use its bonus action to command a creature summoned by it to move up to half its movement speed and make a single attack against a creature of the cultist Summoner's choice within range.

Devotion's Favor (1/short or long rest). The cultist Invoker can recover all expended spell slots.

Reactions

Summoner's Fury. When the cultist Summoner takes damage, it can use its reaction to command a creature summoned by it to make a weapon attack against the attacker if it is in range.

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