Medium human, cultist, lawful evil
Armor Class: 13
Hit Points: 4d6+5
Speed:
30 ft
, fly: 20 ft
, burrow: 0 ft
, swim: 10 ft
, climb: 10 ft
Saving Throws: WIS, CHA
Skills: Stealth: +1
Deception: +2
Religion: +2
Senses: Superior Darkvision - 120ft
Languages: Common, Abyssal
Challenge Rating: 1
The cultist known 1st-level spells:
Inflict Wounds:
Melee spell attack, +3 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 1) necrotic damage.
Eldritch Blast
Arms of Hadar (dark tendrils erupt from the cultist, each creature in a 10-foot radius must make a Strength saving throw or take 2d6 necrotic damage and can't take reactions until its next turn)
Darkness
Blindness/Deafness
At will: The cultist can cast the Thaumaturgy cantrip at will.
Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened.
Shadow Tendrils (Recharge 5-6): As an action, the cultist can summon black tendrils from the shadows to ensnare a target within 30 feet. The target must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) necrotic damage and be restrained until the end of its next turn.
Actions
Weapon: Dagger:
Melee Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 1) piercing damage.
Reactions
Shadow Grasp (Reaction):
When a creature within 10 feet of the cultist makes a melee attack against him, he can use his reaction to summon shadow tendrils to ensnare the attacker. The target must succeed on a DC 11 Dexterity saving throw or become restrained by the shadowy tendrils until the end of its next turn.
Equipment:
Dagger
Leather Armor
Hooded Robe
A religious symbol associated with the cult
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The cultist before you stands cloaked in a tattered, hooded robe that seems to absorb the ambient light, rendering his features obscured in shadows. The hood casts a dark veil over his face, leaving only a glimpse of unsettling eyes that glint with an eerie intensity. The fabric of the robe, though worn and frayed, seems to drink in the light around it, giving the impression that the cultist is a creature born of the very darkness itself.
His posture exudes an unsettling confidence, and a religious symbol, crudely adorned with sinister motifs, hangs from a chain around his neck. As he moves, the faint rustle of the hooded robe is accompanied by the faint murmur of whispered incantations.
In his right hand, he clutches a wicked-looking dagger, its blade stained with an otherworldly darkness. The hilt is wrapped in coarse black cloth, completing the ominous aesthetic of his unholy attire. A palpable aura of malevolence emanates from the cultist, hinting at his unholy allegiance and a willingness to employ dark forces to achieve his nefarious goals.
As you observe him, you notice a subtle distortion in the air around the cultist, as if shadows cling to him, responding to his very presence. This ominous figure stands ready, a harbinger of the occult, prepared to unleash both the unholy power of his twisted beliefs and the shadowy tendrils that lurk within the depths of his darkened soul.
Suggested Environments
Tavern