Medium Humanoid, Lawful Evil
Armor Class 16 Ritual Armor, Warded Robes
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +7, WIS +6, CHA +7
Skills Arcana +5, Intimidation +8, Religion +5
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft., Passive Perception 13
Languages Abyssal, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fanatical Devotion. When the cultist is reduced to below half HP, it gains advantage on attack rolls and advantage on saving throws against spells.

Ritual Defender. While within 20ft. of a Black Order ritual pylon, the cultist gets:

  • +2 AC
  • Resistance to damage from spells

Spellcasting. The Black Order Cultist is a 8th-level spellcaster. Its spellcasting ability is Charisma (DC 16, +8 to hit with spell attacks). The Black Order Cultist has the following spells prepared:
Cantrips (at will): thaumaturgy, inflict wounds (2nd level)
3/day: blindness/deafness, bestow curse

1/day: blight

Actions

Multiattack. The cultist makes two attacks with its Ritual Scimitar, or casts a spell and makes one scimitar attack.

Ritual Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 9 (1d6 + 6) slashing damage + 10(3d6) necrotic damage

Dark Bolt. Ranged Spell Attack: +7 to hit, range 120ft., 1 creature. Hit: 22(4d10) necrotic damage. Target must succeed on a DC16 WIS save or be frightened until the end of its next turn.

Blood Offering. The cultist sacrifices its own vitality.

  • Takes 15 Necrotic Damage
  • One Black Order ally within 30ft. regains 30HP and gains advantage on its next attack or saving throw
Legendary Actions

Death Cry of the Black Order. When the cultist dies, it screams a final prayer.

  • One Black Order creature of its choice within 30ft. gains advantage on all attacks until the end of its next turn
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DylanZeilan

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