Armor Class
15
other
Hit Points
12
(1d12 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
18
(+4)
CON
15
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
15
(+2)
Saving Throws
DEX +6
Skills
Acrobatics +5, Deception +2
Condition Immunities
Charmed, Frightened, Grappled
Senses
Passive Perception 12
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
duel wield double bladed scimitar- 2d4 damage, piercing, dex
multi attack- 1-4 attacks
Reactions
doge- roll during hit die and add to armor class
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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Posted Mar 9, 2024Why does he have advantage on saving throws against being charmed or frightened, if he is imune to that anyway?