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

Monster Tags: NPC

Habitat: Urban

zer0boy

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