b'Spellmarked Cultist, Omen \n'b'  Medium   humanoid ,  any alignment  \n'b'  Armor Class  16 (breastplate)  Hit Points  32 (5d8 + 10)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +2,  Deception  +3,  Insight  +4,  Stealth  +4  Senses  passive  Perception  12  Languages  any one language (usually Common)  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Inevitable Doom . When a friendly creature within 30 feet of the cultist is reduced to  0 hit points , the cultist becomes staggered until the end of its next turn. While staggered, the cultist can\xe2\x80\x99t take  reactions , and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. \n'b'  Limited Foresight . The cultist can\xe2\x80\x99t be surprised and has an extra +2 bonus to  initiative  rolls. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cultist makes two Flail attacks. \n'b'  Flail .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Spellwarped Bolt (3 Uses) . The cultist loads its crossbow with a spellwarped bolt. If its next Light Crossbow  attack  hits a creature, the target also suffers a random magical effect (roll a d4):\n'b'\n'b'\n'b' The bolt emits dazzling colors. The target must succeed on a DC 12  Constitution  saving throw or be  blinded  until the end of the cultist\xe2\x80\x99s next turn. \n'b' The bolt hits with concussive force. The target must succeed on a DC 12  Strength  saving throw or be pushed back 10 feet and knocked  prone . \n'b' The bolt repositions the target. The target must succeed on a DC 12  Charisma  saving throw or magically  teleport , swapping places with the cultist. \n'b' The bolt outlines the target in harmless flames. The target must succeed on a DC 12  Dexterity  saving throw or  attack  rolls against it have advantage if the attacker can see it, until the end of the cultist\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Alter Fate (1/Day) . After the cultist or a creature it can see within 30 feet of it makes an  attack  roll, ability check, or saving throw, the cultist forces the creature to reroll. The target must use the result of the second roll. \n'b'\n'b' ABOUT \n'b' When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. \n'b' Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. \n'b' Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks a process that is often fatal for the subject.'