Medium Humanoid (Any Race), Any Non-Good Alignment
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
Skills Deception +2, Religion +2
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.

Monster Tags: NPC

Habitat: Urban

Rabbid_gaming_99

Comments

Posts Quoted:
Reply
Clear All Quotes