Large Humanoid (Any Race), Chaotic Evil
Armor Class 15 (leather armor)
Hit Points 250 (4d6 + 4)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws CON +8, CHA +4
Skills Deception +2, Religion +2
Damage Vulnerabilities Acid
Damage Immunities Fire, Necrotic
Condition Immunities Grappled
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (3d6 + 4) slashing damage.

Lance +4 3d12 piercing reach 10ft

Longbow (50 gp) 3d8 piercing Ammunition (range 150/600), heavy, two-handed

 

Legendary Actions

Enchantment by their god on low health grows huge dark claws becomes able to fly. Lasts 60 minutes. attack: +7 to hit reach 15ft multiple creatures hit: 2x12d6+4 knock back 5ft.

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. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Lair and Lair Actions

Closed up in the deepest end of the cultist base with 5 followers. the room heales everyone 4 times if the leader gets bellow half of its HP.

Monster Tags: NPC

Habitat: MountainUrban

GellertCira

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