Dark Devotion. The Cult Swordsman has advantage on saving throws against being charmed or frightened.
Spellcasting. The Cult Swordsman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Cult Swordsman has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Teleportation. The Cult Swordsman does not provoke opportunity attacks for the rest of his turn when he uses the dash action.
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Elemental Blade (Greatsword). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (2d6+2) slashing damage, and the creature must succeed on a DC 14 Dexterity saving throw or be pushed back 15 feet and take 1d4 elemental damage (damage type is determined by another d4 roll (1=water, 2=air, 3=fire, 4=earth)
The Cult Swordsman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cultist regains spent legendary actions at the start of its turn.
Cantrip. The cultist casts a cantrip.
Shift Reality. The cultist teleports him or an ally that he can see to a location within 30 feet of him that he can see.
Psyche Bomb (Costs 2 Actions). The cultist lets loose a wave of maddening energy, all creatures within 10 feet of him must succeed on a DC 12 wisdom saving throw or take 1d8 psychic damage.
Description
Cult Swordsmen wield greatswords infused with power from the elemental planes. They often spend their entire lives training for combat with the Cult of Odus's foes.
Note: This creature is not completely my creation. I copied many of the statistics over from Cult Leader (Tharizdun) by ALinkToTheTacocat. I simply made some adjustments to theme this cultist more towards elemental features.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Cult Elder takes a lair action to cause one of the following effects; the Cult Elder can't use the same effect two rounds in a row:
- Cursed Ground: A pool of darkness wells up around a creature within 30 feet of the cultist. The creature must make a DC 12 strength or dexterity saving throw to avoid being grappled by it (escape DC 12).
- Fog of Madness: The Cult Swordsman creates a cloud of heavy smoke around him, heavily obscuring the area within 5 feet of him. This cloud lasts for two rounds, or until the cultist uses this ability again.
- Teleportation Circle: The Cult Swordsman summons a normal cultist to a space within 30 feet of him.
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