Armor Class
11
(cultist robes)
Hit Points
9
(2d8)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
12
(+1)
WIS
13
(+1)
CHA
10
(+0)
Skills
Religion +2
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Spellcasting. The cultist can cast fire bolt and shocking grasp.
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) 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. The cultists of Miraak believe that he is the one and only dragonborn, coming to odds against the last dragonborn because they think he is a fake.
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