Armor Class
12
(leather armor)
Hit Points
9
(2d8)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
16
(+3)
Damage Immunities
Necrotic
Senses
Passive Perception 10
Languages
Common 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.
Actions
dagger. 1d4 peircing damage
Innate spell casting. the cultist can cast the following spells. it's modifier is charisma
at will: ray of frost, chill touch, true strike
(1/day): ray of sickness, fog cloud
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.
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