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
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.