Medium Humanoid (Human), Neutral Evil
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Arcana +2, Deception +2, Religion +2
Senses Passive Perception 10
Languages Common, Terran
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The cultist is a 0th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). The cultist has the following warlock spells prepared:

Cantrips (at will): Magic Stone, Eldritch Blast

1st level (1 slot): Earthbind

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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