Medium Humanoid, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 30 (4d8 + 3)
Speed 40 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +6, WIS +4
Skills Acrobatics +0
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fanatic Flailing. The Cultist Fanatic adds 5 feet to the range of his melee attacks.

 

Actions

Muliattack. The Cultisit Lasher can make two attacks, one their whip and one with the warhammer.

Warhammer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. 

Lashing Whip. MeleeWeapon Attack: + 6 to hit, range 15 ft., one target. Hit: 8 (1d6 + 4) slashing 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

Crazy and manical these cultist are proficent in pain with otherworld weapons flailing about, hacking and slashing all within their path.

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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