Medium Humanoid (Human), Lawful Evil
Armor Class 18 (chain mail, shield)
Hit Points 21 (3d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the Cult Warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Cult Warrior that isn't incapacitated.

Actions

Battle Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) slashing damage

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d10 + 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.

Monster Tags: Human

Habitat: CoastalDesertForestGrasslandHillUnderdarkUrban

Kal_Spiro

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