Small/Medium humanoid, neutral evil
- Armor Class
- 16
- Hit Points
- 142 (19d8 + 57)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
- Saving Throws
- Cha +6, Con +7, Wis +8
- Skills
- Perception +8, Intimidation +6
- Senses
- passive Perception 18
- Languages
- Common
Traits
The cultist regains 10 Hit Points at the start of each of its turns if it is Bloodied and has at least 1 Hit Point.
Actions
The cultist makes three attacks, using Gauntlet or Oppressive Burst in any combination. It can replace one attack with a use of Spellcasting to cast Dominate Person, if available.
Melee Attack Roll: +8, reach 5 ft. Hit: 17 (3d8 + 4) Bludgeoning damage.
Ranged Attack Roll: +8, range 120 ft. Hit: 16 (2d10 + 5) Psychic damage, and the target can't take Reactions until the start of the cultist's next turn.
Reactions
The cultist is hit by an attack roll. The cultist makes one Gauntlet or Oppressive Burst attack against the triggering creature.
Spellcasting
The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):