| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 17 | +3 | +6 |
| CHA | 11 | +0 | +0 |
Miasmic Stank. While Bloodied, the cultist leaks a foul, choking odor. Any creature that starts its turn within 5 feet of the cultist must succeed on a DC 14 Constitution saving throw or gain the Poisoned condition until the start of its next turn.
Rolling Mass. The cultist does not need to expend extra movement to move through Difficult Terrain consisting of mud, vines, or overgrown vegetation.
Multiattack. The cultist makes two attacks, using Rotting Touch or Corrosive Sludge in any combination. It can replace one of these attacks with a use of Spellcasting.
Rotting Touch. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Necrotic damage. Hit: If the target is a creature, it cannot regain hit points until the start of the cultist's next turn.
Corrosive Sludge. Ranged Attack Roll: +6, range 60 ft. Hit: 12 (2d8 + 3) Acid damage. Hit: The target's speed is reduced by 10 feet until the start of the cultist's next turn.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
2/Day: Entangle, Ray of Sickness
1/Day Each: Stinking Cloud
Description
Cultists of Moander desire nothing more than to spread rot, decay, and blight to all corners of nature. Moander's cultists know that in time, everything falls apart, and they want nothing more than to progress that to the glory of their Jawed God. The world is their oyster, and they intend to feed that oyster to their evil deity. Moander Cultists tend to eschew temples, churches, and rural and urban areas alike. They prefer the wild places. But when they feel the strength of their god growing they will gleefully move into faring communities and rural areas to spread rot and decay.
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