Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 18 (chain mail and shield)
Hit Points 33 (2d8)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
12 (+1)
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.

Brute. The cultist deals an extra die of weapon damage on it's melee weapon attacks. Included in the attack.

Actions

Multi-Attack. The Heavy Cultist makes two Flail Attacks.

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (2d8 + 2) bludgeoning damage.

Reactions

Protection. When a creature the Cultist can see attacks a target other than the Cultist that is within 5 feet of the Cultist,  the Cultist can use a reaction to impose disadvantage on the attack roll. The Cultist must be wielding a shield.

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

The_Dungeon_Mouse

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