Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 18 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
17 (+3)
WIS
11 (+0)
CHA
10 (+0)
Skills Arcana +2, Deception +2, Religion +2
Senses Darkvision, Passive Perception 10
Languages Undercommon Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The Cultist Necromancer is a 6. Its spellcasting ability is Intelligence (spell save DC 14, +3 to hit with spell attacks). The Cultist has following Wizard spells prepared:

Cantrips (at will): toll the dead, green-flame blade, chill touch, ray of frost
1st level (4 slots): cause fear, false life, ray of sickness, Witch Bolt
2st level (3 slots): alter self, blindness/deafness, ray of enfeeblement, see invisibility
3st level (3 slots): animate dead, summon undead, vampiric touch

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

MeguminSama

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