Small/Medium humanoid, neutral
- Armor Class
- 14
- Hit Points
- 6 plus six times your Captain level (the cultist has a number of Hit Dice [d8s] equal to your Captain level)
- Speed
- 30 ft.
- Proficiency Bonus
- equals your Proficiency Bonus
- Saving Throws
- Cha 3+PB
- Skills
- Arcana +1, Deception +5
- Senses
- passive Perception 9
- Languages
- Common plus one other language
Traits
Simple weapons; Light armor
Arcane Excellence. The cultist has a +1 bonus to its spell attack rolls and spell save DC. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Greater Curse. The cultist can choose the Necrotic Damage effect of its Eldritch Curse in addition to another effect. At Captain level 9, the Necrotic Damage effect deals 2d8 plus your Charisma modifier Necrotic damage.
Actions
wis DC equals your Cohort save DC, one creature within 60 feet. The cultist chooses one of the following effects.
Until the start of the cultist's next turn, the target takes an extra 1d4 Necrotic damage whenever it takes damage.
The target has the Frightened condition until the start of the cultist's next turn.
The target's Speed is reduced to 10 feet until the start of the cultist's next turn.
The target takes 1d8 plus your Charisma modifier Necrotic damage.
Vulnerability Curse (2/Day). con DC equals your Cohort save DC, one creature within 60 feet. The target has Vulnerability to one damage type of the cultist's choice until the start of the cultist's next turn. This Vulnerability ends early after the target takes the chosen type of damage.
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to the spell's trigger, using your Charisma as the spellcasting ability (spell save DC equals your Cohort save DC).