Medium Humanoid, Neutral Evil
Armor Class 13 Hide
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +5
Skills Acrobatics +5, Deception +5, Stealth +3
Senses Passive Perception 10
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Stilted Maneuver. The cultist has wooden stilts with attached claws on its feet. It gains a +2 bonus to Dexterity (Acrobatics) checks made to balance and move on uneven or precarious surfaces.

Metal Claws. The cultist's metal claws are finesse melee weapons.

Cape of Ravens. The cultist can use its cape to glide short distances, reducing falling damage taken during the glide by half.

Actions

Metal Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Stilted Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage. This attack can only be used after a successful Pounce.

Pounce. The cultist can move up to 20 feet in a straight line and attempt to pounce on a target. The target must make a DC 13 Strength saving throw. On a failed save, the target is grappled and knocked prone. If the saving throw is successful, the target avoids being grappled and knocked prone, but the cultist can still make a stilted claws attack against it as part of the pounce.

Description

A slender humanoid figure wearing an ornate mask resembling a raven, a long cape made of ravens feathers and large stilts with claws on the cultist is able to traverse terrain quickly and easily and also glide for short distances.

Monster Tags: humanoid

Habitat: DesertHillMountain

jordanblunt93

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