Dex +2, Wis +2
Deception +2, Religion +2, Performance +2
passive Perception 12
Common, Deep Speech
The cultist has a set of dark pipes.
The cultist has advantage on saving throws against being charmed or frightened.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6 (2d4 + 1) necrotic damage.
Until the start of its next turn the cultist can utter a special command or warning whenever a non-hostile creature it can see within 30' makes an attack roll or saving throw. The creature can add 1d4 to its roll provided it can hear and understand the cultist. This effect ends if the cultist is incapacitated.
The cultist uses on of the following options: Alchemist's Fire may be used once per day.
Necrotic Flame. A flame-like wisp of necrotic energy springs forth from the cultist's pipes. The target must succeed on a DC 11 Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.
Fear Ray. The target creature must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the cultist's next turn.
Frost Ray. The target creature must succeed on a DC 11 Dexterity saving throw or take 2d6 cold damage.
Dazing Ray. The targeted creature must succeed on a DC 11 Wisdom saving throw or be charmed until the start of the cultist's next turn. While the target is charmed in this way, its speed is halved and it has disadvantage on attack rolls.
Alchemist's Fire. The cultist throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20', one target. Hit: 1d4 fire damage at the start of each of the target's turns. A creature can extinguish the flames by using its action to make a DC 10 Dexterity check.