Medium Or Small Humanoid, Typically Chaotic Evil
Armor Class 12 (cultist garbs)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Skills Arcana +3, Deception +4, Persuasion +4
Senses Passive Perception 10
Languages Common, Deep Speech
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The cultist is a 3rd-level spellcaster. Its spellcasting ability is Charsima (spell save DC 12, +4 to hit with spell attacks). The cultist has the following warlock spells prepared:

Cantrips (At Will): Chill Touch, Eldritch Blast

1st - 2nd Level (2 2nd-level slots): Arms of Hadar, Crown of Madness, Hex, Hold Person

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

Actions

Ritual Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Hunger of the Wurm. When the cultist reduces a creature to 0 hit points, it can use its reaction to consume the creature's life essence, gaining 6 (2d6) temporary hit points.

Description

The entity known only as the Great Wurm is an eldritch horror from beyond the stars, having come to feast upon the countless worlds throughout the multiverse. Those mad enough to revere such a creature see it as a god of cleansing and enlightenment, one who shall destroy the decaying old world to make way for a glorious new one.

GarmGrendelsson2025

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