Medium Humanoid (Tiefling), Lawful Evil
Armor Class 14 (studded leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws WIS +2
Skills Deception +2, Religion +2
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Infernal
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Fanatical Advantage. Once per turn, if the cultist makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

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.

Innate Spellcasting. The cultist's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: detect magic, false life, thaumaturgy

1/day: hellish rebuke

Spellcasting. The cultist is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): fire bolt, friends

1st level (2 slots): burning hands, charm person, hellish rebuke

Actions

Multiattack. The cultist attacks twice with its scimitar.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Description

The Coven of Incursion swears allegiance to the Dark God Asmodeus and the devils of the Nine Hells. Bent on overthrowing human-controlled kingdoms, members of the Coven often hide in the shadows and conceal their true allegiances in order to protect their order.

Monster Tags: NPC

Chiptacular

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