Remnant Cultist

Medium humanoid (any),

Armor Class

13 (16 with mage armor)

Hit Points

60 (11d8 + 11)

Speed

walk 30 ft.

Saves

Wis +2

Skills

Deception +5, Stealth +6

Damage Resistances

necrotic, psychic

Languages

Common, Infernal

Challenge

7

Proficiency Bonus

+3

Spellcasting

The remnant cultist is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The cultist has the following wizard spells prepared: • Cantrips (at will): chill touch (3d8), message, minor illusion, prestidigitation, ray of frost (3d8) • 1st level (4 slots): detect magic, hideous laughter, mage armor, shield • 2nd level (3 slots): detect thoughts, suggestion • 3rd level (3 slots): counterspell, fear, vampiric touch • 4th level (3 slots): greater invisibility, phantasmal killer • 5th level (2 slot): dream, mislead • 6th level (1 slot): circle of death

Unknowable Secrets

Any attempt to form a mental link with the cultist, cast scry on the cultist, or cast speak with dead on the cultist automatically fails, and the creature that initiated the attempt takes 21 (6d6) psychic damage.

One-Eyed

The cultist has disadvantage on any attack roll made against a target more than 30 feet away.

Spellsteal

If the cultist successfully uses counterspell to negate another creature's spell, it can cast the countered spell once before the end of its next turn using one of its spell slots of the same level or higher, and requiring no material components.

Actions

Dagger of Wounding

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn when the cultist hits a creature with an attack using this weapon, it can wound its target. At the start of each of the wounded creature's turns, it takes 2 (1d4) necrotic damage for each time it's been wounded by this weapon. It can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.