Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (Studded armor)
Hit Points 17 (2d10)
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 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.

Pack Tactics. this creature gains advantage on attack throws if its within 5ft of another Cultist or Cultist Acolyte or Cult Fanatic

Multiattack the Acolyte can make two attacks with the attack action

Actions

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

Jorganmulti

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