Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
14 (+2)
WIS
11 (+0)
CHA
12 (+1)
Skills Arcana +4, Deception +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The cultist is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +4 to hit with spell attacks). The cult has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, sword burst

1st level (3 slots): cause fear, false life, magic missile

Actions

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

Description

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Cult arcanists utilize arcane magic to aid them in battle

Monster Tags: NPC

Habitat: Urban

DragonbornDM680

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