Medium or Small Humanoid (Any), Any Evil Alignment
AC 15 Corrupted Robes    Initiative +3 (13)
HP 43 (8d8 + 16)
Speed 30 ft.
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
Skills Athletics +5, Intimidation +6
Resistances Necrotic
Gear Bladed Weapons
Senses Darkvision 120 ft.; Passive Perception 15
Languages Abyssal
CR 3 (XP 700; PB +2)
Traits

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.

Actions

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

Bonus Actions

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. 

Reactions

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. 

DaddyFreska

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