| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 16 | +3 | +6 |
Aura of Corruption. Hostile creatures that begin their turn within 5 feet of a cultist must succeed on a DC 13 WIS saving throw or have disadvantage on all attack rolls they make that turn and they have a -3 to their AC until they leave the aura. Once a creature succeeds against this they are immune for 24 hours.
Multiattack. Makes two attacks of any combination of the below:
Corrupted Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [Slashing] damage plus 3 (1d6) [Psychic] damage
Corrupted Bolt. Ranged Weapon Attack: +5 to hit, range 20-150 ft., 1 target. Hit: 7 (1d8 + 3) [Piercing] damage plus 3 (1d6) [Psychic] damage
Fanatics Resolve. (1/day) As a bonus action the Zealot absorbs dark prismatic energy that seemingly comes from nowhere gains:
- Advantage on attacks
- Resistance to all damage except radiant
For 3 rounds.
Afterwards it takes 10 psychic damage as it is assailed by the corruption.
Death Burst. When reduced to 0 HP, every creature within 10 feet must make a DC 13 WIS save.
Failure:
- 2d6 psychic damage
- Speed reduced by 10 feet until end of next turn.
Description
A humanoid cloaked in black hooded robes with the sigil of Naruk. They have a faint dark prismatic aura around them. These are the average Quelitië member.
Comments