Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 25 (3d8)
Speed 30 ft.
STR
9 (-1)
DEX
11 (+0)
CON
10 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws INT +3, WIS +3
Skills Deception +2, Religion +2
Condition Immunities Charmed
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Cultist is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): fire bolt, Frostbite, Thunderclap

1st level (2 slots): burning hands, Cause fear, Gust of Wind

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 (1d6 + 1) slashing damage.

Reactions

Arcane Ward When the cultist is targeted by an attack or spell, they can expend a spell slot to create a protective arcane ward. The ward absorbs damage equal to the level of the spell slot expended, reducing the incoming damage to the cultist. This reaction reflects the cultist's mastery of protective magic, making them more resilient in the face of danger.

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.

Monster Tags: NPC

Habitat: Urban

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