Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. If they are charmed, they become civilians.
The cultist can take the following actions.
Double Barrel Shotgun. Ranged Weapon Attack: +3 to hit, range 50 ft, one creature. Hit: 20 (6d4 + 4) piercing damage.
Dynamite Bundle. Thrown Weapon: Recharge (5-6). The cultist can throw a bundle of dynamite up to 30 feet away as a bonus action. Every creature within 5 feet of that point mast make a dc13 dexterity saving throw, taking 24 (7d6) bludgeoning damage on a failed save and half as much on a successful save.
Description
Cultists swear allegiance to the dark god Tchernobog and the Cabal. Unlike acolytes, cultists, along with priests, zealots, and fanatics, often show signs of insanity in their beliefs and practices.
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