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)
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
Comments