Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (leather armor)
Hit Points 33 (3d8 + 2)
Speed 30 ft., Climb 20 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
6 (-2)
CHA
14 (+2)
Skills Deception +2, Religion +2
Damage Vulnerabilities Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight Out to 5ft. If the sence of smell is inhibited in someway, this is void., Passive Perception 12
Languages Any two languages (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Toxic blood.  The cultist heals from poison damage.

Scent of blood.  Creatures below half-health cannot benifit from hiding or invisibility, due to there loss of blood.

Special brew: 

1: Bone bender: target takes 2d6 necrotic damage, and takes a -5 penalty to weapon damage rolls for a minute

2: Enbafflement: all rolls for the next minute are made with disadvantage

3: Knock-out:  target is unconscious for three turns 

4: Hemorage:  target takes 3d6 poison damage

Actions

The Alchemist makes two spear attacks


Toxic Bone Spear.
Melee/Ranged Weapon Attack: +3 to hit, reach 5-30 ft., one creature. Hit: 4 (1d10+3) piercing damage.  If the target fails a DC15 constitution saving throw, they are affected by the special brew.

 Reroll special brew.  Roll a d4 and change the special brew

Reactions

Survival of the fittest.  If a creature dies within 30 feet of the cultist, then it can heal from one roll of the dead cretures hit die

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. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Monster Tags: NPC

Habitat: Urban

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