Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
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 Common Any one language associated with their cult.
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Run Down. The Cultist Acolyte can take the Dash action as a bonus action.

Actions

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

Ritual Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and 3 (1d4+1) poison damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 3) piercing 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

Stalbu