Armor Class
13
(leather armor)
Hit Points
22
(4d8 + 4)
Speed
40 ft.
STR
16
(+3)
DEX
15
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
12
(+1)
CHA
10
(+0)
Skills
Acrobatics +5, Deception +2, Religion +2
Senses
Passive Perception 11
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.
Pack Tactics. The cultist has advantage on an attack roll against a creature if at least one of the cultist’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Description
Their devotion to Baphomet has empowered these cultists with the beastly qualities of wolves.
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