Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (Studded Leather Armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Skills Deception +3, Insight +2, Religion +3
Senses Passive Perception 11
Languages Common Any one language associated with their cult.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Combat Tactics. The Cultist Initiate has +2 on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.

Run Down. The Cultist Initiate can take the Dash action as a bonus action.

Actions

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

Ritual Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and 3 (1d4+1) poison damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 3) piercing 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. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Monster Tags: NPC

Habitat: Urban

Stalbu