Medium Humanoid (Any Race), Lawful Evil
Armor Class 14 Leather armor
Hit Points 21 (3d10 + 1)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws DEX +3
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 12
Languages Common, Infernal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

One With Shadows. The cultist can take the hide action in dim light.

Two-Weapon Fighting. A Cultist Swordsman can add their ability modifier to the damage of an offhand attack.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 1) slashing damage. 

Hand Crossbow. Ranged Weapon Attack: +3 to hit, reach 30/120 ft., 1 target. Hit: 5 (1d6 + 1) piercing damage. 

Bonus Actions

Meld with darkness (Recharge 5-6). The Cultist Swordsman takes the hide action, as long as it is currently in darkness or dim lighting.

Reactions

Riposte. When the cultist Swordsman is hit with an attack they can use their reaction to gain a +2 to their AC against the triggering attack.

Description

A average commoner cloaked in a black hooded cape. They wield two shortswords and a hand crossbow. Under the cloak they wear leather armor and a signet of the cult they work for.

Landon_G

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