Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 1 (leather armor)
Hit Points 48 (7d8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. If they are charmed, they become civilians.

Actions

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.

Monster Tags: NPC

dirtybum78

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