Armor Class
18
(leather armor)
Hit Points
20
(2d20 + 2)
Speed
30 ft.
STR
18
(+4)
DEX
14
(+2)
CON
15
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Saving Throws
STR +6, CON +4
Condition Immunities
Exhaustion, Grappled, Restrained
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
battle axe- 1d12, strength
charge-1d4 dammage, bonuse action if running
Reactions
ready attack-gain advantage of hit dice on your next turn/reaction
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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