Void Cultist

Creature Codex (3pp)

Size
Medium
Type
humanoid (any race)
Alignment
neutral evil
AC
12
Hit Points
33 (6d8+6)
Speed
walk 30 ft.
Resistances
psychic
Passive Perception
11
Languages
Common
Challenge
1/2
STR
15
+2
DEX
14
+2
CON
12
+1
INT
9
−1
WIS
13
+1
CHA
8
−1

Traits

Insane

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

Actions

Multiattack

The void cultist makes two attacks. one with its club and one with its Flesh Twist.

Club

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Flesh Twist

The void cultist has one or more of the following attack options.

Poisonous Spittle

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) poison damage, and, if the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute.

Tentacle Hand

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and, if the target is a Medium or smaller creature, it is grappled (escape DC 12).

Until this grapple ends, the target is restrained, and the void cultist can't use its tentacle hand against another target. In addition, the tentacle hand grants the cultist advantage on Strength (Athletics) checks.

Tusks

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Other data

description