Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (Breastplate)
Hit Points 15 (2d12 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +4
Skills Deception +2, Religion +2, Survival +3
Damage Vulnerabilities Cold
Damage Resistances Fire
Damage Immunities Necrotic
Senses Passive Perception 10
Languages Common, Infernal Common, Infernal
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Spellcasting The cultist has spells and the spell slots of a wizard or bard.

Cantrips: Mage hand, acid splash, fire bolt

1st level (3 slots) Chromatic orb, cure wounds, magic missile

2nd level (2 slots) cloud of daggers, crown of madness

Actions

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

dagger tied to rope. Melee Weapon Attack: +3 to hit, reach 15 ft., one creature. Hit:  5 (1d8 + 1) slashing damage.

Reactions

Raise zombie: If the cultist sees another cultist die then it can use its reaction to turn the dead body into a zombie. It can do this once per long rest

Description

Vakuski Cultists swear allegiance to Myrkul, god of death, Loviatar, goddess of pain. 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. They try to do as much evil as it possible. They gain magical power.

Monster Tags: NPChumanoid

Habitat: UnderdarkUrban

tolkingliam99

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