Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 15 (hide)
Hit Points 14 (2d10)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +6, CON +6, WIS +4
Skills Deception +2, Religion +2
Condition Immunities Blinded, Charmed, Frightened
Senses Passive Perception 15
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.

mystic sight-able to see souls through anything, as long as its 150 feet from the cultist and also sees the heart rate

Actions

longbow-1d8

dagger with shortsword- 1d6 and 1d4

crstal step-create a magic crystal  ground mid air, Hp of 15

Reactions

crystal wall-creat a wall to take damage for you, hp 15

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

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