Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (Clothing)
Hit Points 9 (2d8 - 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Skills Deception +2, Religion +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Grappler. You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Knife Fighting
+1 damage to daggers and dagger becomes 1d8 if grappling.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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

HonorableAssassins

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