Cultist Apprentice Species in Otherwhere | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Cultist Apprentice


Remove these ads. Join the Worldbuilders Guild

Cultist Apprentice

Medium humanoid, any evil
Armor Class 10
Hit Points 12
Speed 30ft

STR
10 0
DEX
10 0
CON
12 +1
INT
14 +2
WIS
12 +1
CHA
10 0

Skills Deception +2, Religion +3
Senses passive Perception 12
Languages Common, Abyssal
Challenge 1/2

Vilewhisps (2). Ranged Spell Attack: +2 to hit (homing), reach 50 ft., 1-3 targets. Hit: 1d4+1 fire damage.


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


Actions

Vileburst. Ranged Spell Attack: +3 to hit (homing), reach 40 ft., 1target. Hit: 1d6+3 magic damage.   Bloodfire. - Ranged Spell Attack: Blasts a cone of red magical fire, reach 30 ft. All target must do a dexterity saving throw; fail: take 3d6 magic damage, success: 1d6 magic damage. The cultist must sacrifice 50% of max HP to perform this action. Can't use if below 50% of max HP.

Reactions

Magic Guard Once per combat, block 50% of incoming damage from one attack.


 

An evil mage apprentice.

Comments

Please Login in order to comment!