Armor Class
12
(leather armor)
Hit Points
15
(2d8)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Damage Vulnerabilities
Necrotic
Senses
Passive Perception 10
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
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d8 + 1) slashing damage.
Vitality Drain. The cultist can harness dark energy and sap the life of the targeted creature for (1d10) necrotic damage and heal itself for half of that. It can do this three times.
Description
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs.
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