Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 12 (2d8 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Common, Infernal, Telepathy Only with the skull of Krull Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Dark communion. Cultists allow Krull to see and speak through them. This connection also protects them from all charm and fear effects.

 

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

The cultists of Krull swear allegiance to their undying lord. Most conceal their loyalties to avoid being hunted for their beliefs. These cultists hide their insanity and work to fully resurrect Krull and seize power. they often bend dark monsters to their will.

Lair and Lair Actions

 

Monster Tags: NPC

Habitat: UnderdarkUrban

MatTheDad

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