Medium Humanoid (Any Race), Lawful Evil
Armor Class 13 Leather
Hit Points 14 (2d8 + 3)
Speed 35 ft., Climb 10 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +4, INT +4
Skills Acrobatics +7, Arcana +10, Deception +7, Intimidation +7, Stealth +7
Damage Vulnerabilities Fire
Condition Immunities Exhaustion
Senses Darkvision, Passive Perception 13
Languages Abyssal, Common Cultists can speak: Common, and Eldritch.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Stare of the Thousand. Anyone apart of the "Thousand" can tell if someone else is in the cult just by looking into their eyes.

Spellcasting. The Cultist is a 1-level spellcaster. Its spellcasting ability is 13 (spell save DC 12, +0 to hit with spell attacks). The Cultist has following Wizard spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion 
1st level (5 slots): Cause Fear, Sleep, Mage Armor

Actions

Speech. The Cultist has a chance to rally more.

Swing. Melee Weapon Attack: +0 to hit, reach 5 ft., 3 target. Hit: 1 (1d4 + 2) [Slashing] damage. 

Reactions

Bruised and Battered. Once a Cultist is lower than 5 HP, the Cultist gets a free turn to cast a spell.

Description

A cultist of the Thousand. These cultists are slightly stronger than the average human, and use the Black Woods' power to benefit from it.

Lair and Lair Actions

The Black Woods. The woods are known to amplify your strongest feeling the closer you are to the center.

Lair Actions

On initiative count 20 (losing initiative ties), the [Cultist] takes a lair action to cause one of the following effects; the [Cultist] can’t use the same effect two rounds in a row:

  • Ritual.
  • Set trap.

Regional Effects

The region containing a [Cultist]’s lair is [dark and rotting], which creates one or more of the following effects:

  • Darkness.
  • Fog.

If the [Cultist] dies, these effects fade over the course of 1d20 days.

Monster Tags: humanoidHuman

Habitat: Urban

SkyBlue530

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