Medium Humanoid (Human), Any Evil Alignment
Armor Class 17 (Splint)
Hit Points 74 (6d12 + 12)
Speed 30 ft., Climb 20 ft.
STR
18 (+4)
DEX
7 (-2)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +6, WIS +6
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 17
Languages Any two languages (usually Common)
Challenge 2 (450 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.

Horrid Inspiration.  All Allies within 30ft of the chaplain can make an additional attack as a bonus action

Actions

Multi-attack: 2 Mace attacks
Bone Mace.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 7) Bludgeoning damage.

 Spellcasting: (Wisdom) spell save 16

At will: Cure wounds, Enhance Ability

3/day:  Hold person

 

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

Drallop12

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