Armor Class
12
(leather armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
15
(+2)
CHA
11
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Undeath's Kiss. Whenever a Cultist of Orcus rolls a 20 on an attack roll or saving throw they gain 4 (1d4+1) temporary hit points.
Actions
Skull Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning 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.
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