Void Cultist

Creature Codex (3pp)

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
neutral malvado
CA
12
Puntos de golpe
33 (6d8+6)
Velocidad
walk 30 ft.
Resistencias
psychic
Percepción pasiva
11
Idiomas
Common
Desafío
1/2
FUE
15
+2
DES
14
+2
CON
12
+1
INT
9
−1
SAB
13
+1
CAR
8
−1

Rasgos

Insane

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

Acciones

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.

Otros datos

description