Medium or Small Monstrosity (Lycanthrope), Chaotic Evil
AC 16 Mage Armor    Initiative +6 (16)
HP 75 (10d10 + 20)
Speed 30 ft.
Mod Save
STR 19 +4 +4
DEX 17 +3 +3
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 15 +2 +2
Skills Perception +6, Stealth +6
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 16
Languages Common
CR 6 (XP 2,300; PB +3)
Traits

Pack Tactics. The Cultist has Advantage on an attack roll against a creature if at least one of the Cultist's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Toughened Hide (Hybrid Form only). While the Cultist is in their Hybrid form, they gain resistance to Bludgeoning, Piercing, and Slashing damage.

Magick Empowerment (1/Day). Whenever the Cultist uses Shape-shift, it can trigger this ability, healing 5d10 hit points.

Actions

Multiattack. The Cultist makes three attacks, using Claw or Sanguine Ray in any combination. It can replace one attack with a Bite attack.

Bite (Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 20 (3d10 + 4) Piercing damage and the Cultist gains 2d6 Temporary Hit Points. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the Cultist's control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Sanguine Ray (Humanoid Form Only). Ranged Attack Roll: +5, range 120 ft. Hit: 13 (2d10 + 2) Necrotic damage.

Spellcasting. The Cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +5 to hit with spell attacks):

At Will: Light, Thaumaturgy, Mage Armor (Included in AC),

2/Day: Command,

1/Day: Hold Person,

Bonus Actions

Shape-Shift. The Cultist shape-shifts into a Large wolf-humanoid hybrid, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form and the Toughened Hide trait. Any equipment it is wearing or carrying isn’t transformed.

Soaking Blood. When the Cultist hits with an attack roll it can use this bonus action, healing 7 hit points.

Habitat: ForestHillUrban

CmdrThunder

Comments

Posts Quoted:
Reply
Clear All Quotes