Medium Humanoid, Chaotic Evil
Armor Class 15 leather armor
Hit Points 25 (5d6 + 21)
Speed 30 ft., Swim 25 ft.
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws WIS +5
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances Psychic
Senses Passive Perception 13
Languages Common, Deep Speech, any one other language,
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Spellcasting. The cultist is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The cultist has the following cleric spells prepared:
Cantrips (at will): thaumaturgy, resistance, light
1st level (4 slots): command, inflict wounds, shield of faith                                                      2nd level (3 slots): blindness/deafness, spiritual weapon                                                                                                          

                                                     

 

Actions

Multiattack. The cultist makes two attacks with its trident.

Trident. Melee Weapon Attack: +2 to hit, reach 5 ft. or thrown (range 20/60), one target. Hit: 3 (1d6) piercing damage or 4 (1d8) piercing damage if used with two hands. 

 

Description

Cultists of Cthulhu are bizarre, lonesome creatures with a slimy appearance. They carry out Cthulhu's little-known missions and requests alongside the Chuul that serve him, though they are not trusted enough by Cthulhu to guard his fabled Staff of Madness.            Untrusted. Long ago, Cthulhu sent out a large party of his best and most trusted cultists out after his stolen Staff of Madness. The leader of that party broke free of Cthulhus influence and tried to keep the staff for himself and overthrow Cthulhu. Cthulhu destroyed him and the rest of the cultists and has never trusted them since. 

GalacticViper45

Comments

Posts Quoted:
Reply
Clear All Quotes