Void Cultist

Medium humanoid (any race), Neutral Evil

Armor Class

12

Hit Points

33 (6d8+6)

Speed

walk 30 ft.

Damage Resistances

psychic

Languages

Common

Challenge

1/2

Insane

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

Actions

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).

Tusks

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.