Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 Robes, Studded Leather Armor
Hit Points 14 (2d10 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +2
Skills Deception +2, Religion +2
Damage Resistances Psychic
Senses Passive Perception 9
Languages Abyssal, Deep Speech 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

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage.

Luger P-08. Ranged Weapon Attack: +2 to hit, reach 75 ft., four creatures. Hit: 12 (1d10 + 4) piercing damage.

Description

These Cultists swear allegiance to the Great Old One known as Cthulhu. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Thus, while having a conversation with one, a character must make both a Charisma Saving Throw (with disadvantage), and an Insanity Saving Throw.

Monster Tags: NPC

Habitat: CoastalUnderdarkUnderwaterUrban

Prince_of_cacti

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