Armor Class
12
Dexderity
Hit Points
9
(2d6 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
15
(+2)
CON
14
(+2)
INT
13
(+1)
WIS
9
(-1)
CHA
16
(+3)
Saving Throws
CON +4, CHA +5
Senses
Passive Perception 9
Languages
Any one language (usually Common)
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, 80 ft./320 ft., one creature. Hit: 4(1d8+2) damage.
Ray of Sickness. Spell Attack: +5 to hit, 60 ft., one creature. Hit: 5 (2d8) poison damage. CON 13 Saving Throw or poisoned next round. Once per combat.
Description
Cultists has sworn allegiance to Yhjamet. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.







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