Black-Salt Cult Fanatic - AI-generated fantasy Monster

Black-Salt Cult Fanatic

The Black-Salt Cult teaches that every sacred symbol must be cracked before it can be made truly pure. Their fanatics serve as living liturgies, carving doctrine into stone, flesh, and memory. In the quest Shards United: Securing the Sigils' Harmony, one such fanatic acts as a gatekeeper to the cult's stolen fragments, believing that the party's efforts to restore harmony are actually a necessary prelude to a grander fracture.

MediumHumanoid(Humanoid, cultist)CR CR 5Lawful Evil

Black-Salt Cult Fanatic

cultnecroticcontrollersupportcoastal horrorritualist
HP85AC15SPD30 ft.CRCR 5DeceptionInsightReligionStealth
STR
10
DEX
14
CON
18
INT
12
WIS
14
save
CHA
16
save
Black-Salt Devotion. The fanatic has advantage on saving throws against being frightened or charmed. While it is within 10 feet of a body of salt, seawater, or consecrated brine it gains 5 temporary hit points at the start of its turn.
Corrosive Presence. Creatures that start their turn within 5 feet of the fanatic and are wearing armor or wielding metal weapons take 2 necrotic damage unless they succeed on a Constitution saving throw. This damage is minor but helps sell the corrosive salt motif.
Ruin Reader. The fanatic has advantage on Wisdom (Religion) checks made to identify sigils, wards, and broken sanctums.
Multiattack. The fanatic makes two Salted Hook attacks or one Salted Hook attack and one Black-Brine Bolt attack.
Salted Hook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage plus 3 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn as salt crystals bite into the wound.
Black-Brine Bolt. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 14 () necrotic damage, and the target cannot regain hit points until the start of the fanatic's next turn. If the target is concentrating on a spell, it has disadvantage on the saving throw to maintain concentration from this damage.
Shards of Harmony. The fanatic hurls a splintered sigil-stone in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 14 () necrotic damage and 7 () psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also rattled by whispering vows and has disadvantage on the next attack roll it makes before the end of its next turn.
Brine Ward. When a creature the fanatic can see hits it with an attack, the fanatic raises a brine ward and gains +2 AC against that attack, potentially causing it to miss. If the attack misses, the attacker takes 3 () necrotic damage as salt-burn lashes its skin.
Cantrips
thaumaturgytransmutation The fanatic can cast this spell without material components, using a cracked sigil-charm as a focus.
1st level
commandenchantment 1/day, used to entrap a target in a web of salt and whispered vows.
2nd level
hold personenchantment 1/day, used to wound or suppress a key target with biting necrotic force.
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