Medium Humanoid (Any Race), Lawful Evil
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
15 (+2)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +4, Stealth +5
Damage Resistances Psychic
Senses Passive Perception 10
Languages Abyssal, Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The cultist is a 3rd-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The cultist has the following spells prepared:

Cantrips (at will): eldritch blast (one blast), mage hand

1st level (4 slots): grease, guiding bolt, magic missile, shield

2nd level (2 slots): darkness, invisibility, silence

 

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6) slashing damage or, if the cultist had advantage on the attack roll, 14 (4d6) slashing damage.

Leech Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+2) piercing damage. On a hit, the target must succeed on a DC 8 Constitution saving throw or be reduced to 0 hit points. If a creature is reduced to 0 hit points by this attack, the cultist regains all of their hit points.

Monster Tags: NPC

tripp0000

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