Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Fire Breath (2/day). The cultist exhales intense fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) fire damage, or half as much damage on a successful one.
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.
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