Dark Devotion. The acolyte has advantage on saving throws against being charmed or frightened.
Skull's Whisper. The acolyte can communicate telepathically with other Cult of the Skull members within 30 feet of it.
Spell casting. The [acolyte] is a spell caster that draws on necrotic power granted by Keres. Its spell casting ability is [Wisdom] (spell save DC 12, +4 to hit with spell attacks). It requires no material components for these spells. The acolyte has the following spells prepared:
Cantrips (at will): [chill touch], [thaumaturgy]
1st level (3 slots): [cause fear] (see below), [Inflict wounds]
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Skull Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) necrotic damage.
Blood Sacrifice. The acolyte can sacrifice 5 hit points to empower its next spell, adding 1d6 necrotic damage if the spell deals damage, or increasing the save DC by 1 if the spell forces a saving throw.
None
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
Description
A gaunt, pale human cultist wearing dark hooded robes in black and deep maroon, layered with leather straps and ritual leather bands. A stylized carved skull emblem prominently displayed on the chest or as a pendant. Shaved head or severely cropped hair, visible beneath a partially raised hood. Sharp, calculating dark eyes with a faint reddish tinge near the pupils, calm and composed expression that masks fanatical devotion. Pale sallow skin, dark circles under the eyes. Holding an ornate mace topped with a carved skull, faintly glowing with sickly green-black necrotic energy. A dagger and small ritual component pouches hang from a belt.
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.
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