Armor Class
15
Studded Leather, +3
Hit Points
19
(3d10 + 3)
Speed
20 ft.
STR
7
(-2)
DEX
16
(+3)
CON
12
(+1)
INT
1
(-5)
WIS
12
(+1)
CHA
14
(+2)
Saving Throws
DEX +5, WIS +3, CHA +4
Skills
Acrobatics +4, Deception +3, Perception +5, Stealth +3
Damage Vulnerabilities
Radiant
Damage Resistances
Necrotic
Condition Immunities
Charmed, Frightened
Senses
Darkvision 45 ft., Truesight 45 ft, Passive Perception 16
Languages
Abyssal, Common
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Sunlight Sensitivity. While in sunlight, the cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Devotion. The cultist has advantage on saving throws on being charmed or frightened.
Actions
Dagger: +4 to hit, 5 ft, 1 target, 1d4 + 1 (3) piercing damage
Reactions
Dagger: +4 to hit, 5 ft, 1 target, 1d4 + 1 (3) piercing damage
Description
Abyssal cultists are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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6/26/2023 11:25:07 PM
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Coming Soon
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