Monster
Cultist of Bane
Outside your table’s allowed sources
Official reference · FRAiF · 2014
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 16
- Hit points
- 142 (19d8 + 57)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 18
- Dexterity
- 14
- Constitution
- 16
- Intelligence
- 13
- Wisdom
- 19
- Charisma
- 15
- Passive Perception
- 18
- Initiative
- +6
- Saving Throws
- con: +7; wis: +8; cha: +6
- Skills
- intimidation: +6; perception: +8
- Languages
- Common
Traits
Determined Survivor
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
Multiattack
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.
Gauntlet
Melee Attack: +8, reach 5 ft. Hit: 17 (3d8 + 4) Bludgeoning damage.
Oppressive Burst
Ranged Attack: +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
Counterattack
Trigger: The cultist is hit by an attack roll. Response: The cultist makes one Gauntlet or Oppressive Burst attack against the triggering creature.
The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
1/day: Dominate Person
2/day each: Calm Emotions, Detect Thoughts