Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 19 (2d8 + 10)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
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 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Rite of the Dawn. As a bonus action, the cultist can activate a crimson rite on a single weapon with abyssal energy that lasts until they finish a short or long rest, or if they aren’t holding the weapon at the end of their turn. When they activate a rite, they lose a number of hit points equal to one roll of your hemocraft die (1d4). Their rite damage is radiant damage. While the rite is active, they gain the following benefits:

  • Their weapon sheds bright light out to a radius of 20 feet.
  • They have resistance to necrotic damage.
  • Their weapon deals one additional hemocraft die of rite damage (1d4) when you hit an undead
Actions

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

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