Death Cultist

Medium or Small Humanoid, Neutral Evil
Initiative +4 (14)
AC 17
HP 127 (15d8 + 60)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
19
+4
+4
Dex
12
+1
+1
Con
18
+4
+7

Int
12
+1
+1
Wis
16
+3
+6
Cha
14
+2
+2

Skills Insight +6, Perception +6, Religion +4
Gear Splint Armor
Senses Passive Perception 16
Languages Common
CR 8 (XP 3 900; PB +3)
Actions

Multiattack. The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.

Dread Scythe. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage, and the target can't regain Hit Points until the end of its next turn.

Deathly Ray. Ranged Attack Roll: +6, range 120 ft. Hit: 22 (4d10) Necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

At will: Speak with Dead, Thaumaturgy
Bonus actions

Spirit Wail (Recharge 5–6). Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.

Death cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve powerful undead beings, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024
  1. DnD 2024 Monsters › Death Cultist