Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Unarmed Defense. When the cultist is not wearing any armor, their armor class equals 10 + their Dexterity modifier + their Constitution modifier.
Bloody Fury. When the Cultist drops below health they gain advantage on Strength and Dexterity saving throws, along with melee attack rolls.
Multiattack. The cultist makes three melee attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, plus 1d6 necrotic damage if Pain For Pain is active.
Pain For Pain (1/Day). The cultist deals 1d8 damage to itself. This damage cannot be reduced or prevented in any way. For 10 minutes, its melee weapon attacks deal an extra 1d6 necrotic damage on a hit. For the purposes of Dispel Magic and similar effects, this effect is treated as a 3rd-level spell.
Description
Those devoid of arcane ability in cults often extend their bodies as substitutes to aid the cult. gifted with power form their patron, they are gifted with both ferocity and the ability to make blood sacrifices mid-combat to aid them in battle. they serve as protectors and guardians for cults at their cites of worship, sent in groups to hunt down a target, and aids to higher ranking members. all brawlers aspire to become champions in their order, but most will be killed in battle or sacrificed in a ritual to satisfy their patron.
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