Medium Humanoid, Chaotic Evil
Armor Class 17 Half-plate
Hit Points 50 (5d10 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +5, CON +6
Skills Athletics +0
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brute. The Cultist Brute adds one addition die for damage rolls with his melee weapon attacks.

 

Actions

Multiattack. The Cultist Brute can make two attacks, one with his hammer hand and one with his mace hand.

Hammer hand. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. 

Mace Hand. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A mountain of muscle with metal seared into his flesh for armor, this fanatic of pain roars in the tunnels of his coven, waiting to bring the name of his dark lord to unexpecting adventures who dare walk his halls.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

firecrown205

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