Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Fear of Fire. If the cultist takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
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 isn't incapacitated.
Retribution. Whenever the cultist suffers a critical hit, it can make one melee weapon attack as a reaction.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
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