Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (leather armor)
Hit Points 23 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +2, Religion +2
Damage Immunities Lightning
Condition Immunities Frightened
Senses Passive Perception 10
Languages Draconic Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dragon's Hide. The cultist is immune to lightning damage.

Dragon's Hardiness. The cultist is immune to critical hits.

Dark Devotion: The cultist has advantage of saving throws against being charmed by magical means.

Actions

Multi-attack: Can attack twice, either with a weapon or breath weapon.

Lightning Breath (Recharge 6). The cultist exhales lightning in a 15-­foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Crackling Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 1d6 [piercing] damage, +1d6 [lightning] 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

txweasel42

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