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+4 Awoken Cultist

5
STR CR
Size: Medium
Alignment: Chaotic Evil
Type: Humanoid (dead)
Multiattack. The cultist makes two attacks.
+4
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DEX ACTION: Serrated Tendril.
Skills: Acrob +7, Atlh +7; ST prof: Str, Dex, Con Melee Weapon Attack: +8 to hit, reach 15 ft., one
Senses: darkvision (60ft), Passive Perception: 13 target. Hit: 20 (2d10 + 9) poison damage. Target must
pass on DC15 Wisdom saving or attack rolls against it
+3 Proficiency Bonus: +2 have advantage until the start of the Cultist's next turn.
CON Vulnerabilites: lightning Resistance: necrotic, acid
Damage Immunities: poison ACTION: Shadow Bolt.
Condition Immunities: charmed, poisoned Ranged Weapon Attack: +8 to hit, range 25/120 ft.,

-3 one target. Hit: 18 (2d10 + 7) necrotic damage.

INT
ACTION: Mind Flay.
Ranged Weapon Attack: +9 to hit, range 10/30 ft.,
40ft, swim 30ft. one target. Hit: 17 (3d8 + 4) psychic damage.
-2 SPEED
WIS REACTION: Tentacle Grab
If a creature moves next to the cultist, it can use his
reaction to grab a player. He must pass DC16 Acrobat
Athletics check or be grappled. Each turn the grappled
-4 110 16 creature must succeed on DC16 Athletics, if failed the
creature remains grappled and takes 3d6 daamge.
CHA HIT POINTS ARMOUR
+4 Cultist, Slash
4
STR CR
Size: Medium
Alignment: Chaotic Evil
Type: Humanoid
SKILL: Cultist Advantage.
+1 Once per turn, the cultist can deal an extra 10 (3d6)
damage to a creature it hits with a weapon attack if that
DEX creature is within 5 feet of an ally of the cultist that isn't
Skills: Acrob +7, Atlh +7; ST prof: Str, Dex
incapacitated.
Senses: darkvision (60ft), Passive Perception13
+2 Proficiency Bonus: +2 SKILL Frenzied Rage.
On its next turn after the cultist takes 10 or more
CON Vulnerabilit: lightning Resistance: necrotic,acid
damage from a single attack, it has advantage on its
Condition Immunities: charmed, poisoned
attack and adds +2 to damage.
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+1 Multiattack. The cultist makes two melee attacks.
INT
ACTION: Scimitar.
30ft Melee Weapon Attack: +5 to hit, reach 5 ft., one
-1 SPEED
target. Hit: 15 (2d6 + 8) slashing damage.

WIS
REACTION: Riposte.
When a creature misses this cultist with a melee
attack, this cultist can use its reaction to make a melee
+1 70 17 weapon attack against the creature.

CHA HIT POINTS ARMOUR


+2 Cultist, range
3
STR CR
Size: Medium
Alignment: Chaotic Evil
Type: Humanoid
SKILL: Cultist Advantage.
+4 Once per turn, the cultist can deal extra 10 (3d6)
damage to a creature it hits with weapon atk if that
DEX
Skills: Acrob +7, Atlh +7; ST prof: Str, Dex creature is in 5 feet of an ally that isn't incapacitated.

Senses: darkvision (60ft), Passive Perception13


+2 Proficiency Bonus: +2
SKILL Frenzied Rage.
On next turn after the cultist takes 20 or more dmg
CON Vulnerabilit: lightning Resistance: necrotic,acid from a single attack, it has advantage on atks.
Condition Immunities: charmed, poisoned
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Multiattack. The cultist makes two ranged attacks.
+1
INT ACTION: Longbow.
Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 16 (2d8 + 7) poison damage.
30ft
-1 SPEED ACTION: Dagger.
WIS Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 15 (1d6 + 3) piercing damage.

+1 60 16 REACTION: Riposte.
If a creature misses cultist with a melee attack, he
CHA HIT POINTS ARMOUR can use reaction to make a melee atk against him.
+1 Cultist Spell
4
STR CR
Size: Medium
Alignment: Chaotic Evil
Type: Humanoid
SKILL Frenzied Rage.
+1 On next turn after the cultist takes 20 or more dmg
DEX from a single attack, it has advantage on atks.
Skills: Arc +7, Perc +7; ST prof: Con, Wis ---------------------------------------------------------------------
Senses: darkvision (60ft), Passive Perception13 Multiattack. The cultist makes two ranged attacks.
+2 Proficiency Bonus: +2
ACTION: Glaive
CON Vulnerabilit: lightning Resistance: necrotic,acid
Condition Immunities: charmed, poisoned Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 18 (2d8 + 7) slashing damage.

+1 ACTION: Dagger of Poison.


INT Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 15 (1d6 + 3) poison damage.
30ft
+4 SPEED
BONUS ACTION: Touch of Death (2/day)
When you get hit with a melee atk, you can deal an
WIS extra 2d8 necrotic damage.

REACTION: Safe
+1 60 15 When a creature hits you with a melee attack you
can half the damage and dash (if you see the target)
CHA HIT POINTS ARMOUR

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