Cult-Blooded. At the end of a turn in which the Scarred Demon took more than 50 damage, the closest Cultist is used to restore the Scarred Demon's hit points by 2d12+20. The Cultist used in this manner dies. Magic Soaked. all attacks made by the Scarred Demon are considered Magical for teh purposes of overcoming resistances and immunities.
Multi-attack. The Scarred Demon makes three Glaive attacks per turn and may also use its Sickening Wave ability. Glaive. Melee Weapon Attack, one target, 10ft range, +6 to hit. Hit: 2d12 +10 Slashing damage. Sickening Wave [Recharge 5-6]. Hoisting its magical orb above its head, the Scarred Demon emits a wave of vile energy, imposing a DC 15 Constitution Saving throw upon all creatures within 60ft., dealing 3d6 Necrotic Damage upon a failed save and gaining an amount of temporary hit points equal to 2d10+5 per creature hit.
The Scarred Demon has 2 Legendary actions it can use at the end of any other creatures turn. 1 Action. Glaive. The Scarred Demon may use its Glaive attack. 1 Action. Agile Step. The Scarred Demon may move up to 15ft in any direction without provoking attacks of opportunity.