Syonia Mage Cultist - AI-generated fantasy Monster

Syonia Mage Cultist

The Syonia Mage Cultists were once the intellectual elite of the city, now broken and rebuilt by the Lord Enlightened, Simmerson. They are the primary enforcers of the Order's magical laws, using the very mist that decimated their city as a weapon of subjugation.

MediumHumanoid(Human)CR 3Lawful Evil

Syonia Mage Cultist

Order of DeathSyoniaSpellcaster
HP52AC12SPD30 ft.CR3ArcanaReligionDeception
STR
9
DEX
14
CON
13
INT
17
save
WIS
14
save
CHA
15
Fanatical Devotion. The cultist has advantage on saving throws against being charmed or frightened while it can see Simmerson or a higher ranking cultist.
Mist-Channeled Potency. When the cultist deals necrotic damage, it can add its Intelligence modifier to the damage roll.
Aura of the White Death. The area in a 10 foot radius around the cultist is lightly obscured by white mist. Creatures other than cultists of the Order that start their turn in this aura have their speed reduced by 10 feet until the start of their next turn.
Corrupting Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 12 () necrotic damage. The target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
White Mist Entrapment (Recharge 5-6). The cultist conjures a burst of thick, freezing mist in a 20 foot cube within 60 feet. Each creature in that area must make a Strength saving throw. On a failure, a creature takes 14 () necrotic damage and is restrained by frozen tendrils of mist. On a success, it takes half damage and isn't restrained. A creature can repeat the saving throw at the end of each of its turns.
Mist Escape. When the cultist takes damage, it can momentarily turn into a puff of white vapor and move up to 10 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks.
Cantrips
Ray of FrostEvocation Ranged attack dealing 1d8 cold damage and reducing speed by 10 feet.
1st level
Mage ArmorAbjuration The cultist casts this on itself before combat (AC becomes 15).
2nd level
Hold PersonEnchantment A target within 60 feet must succeed on a DC 13 Wisdom save or be paralyzed for 1 minute.
3rd level
SlowTransmutation Alters time for up to 6 creatures in a 40 foot cube. Speed is halved, AC -2, and they cannot use reactions.
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