Medium Humanoid (Any Race), Any Non-Good Alignment
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)
Skills Deception +2, Religion +2
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.

Monster Tags: NPC

Habitat: Urban

FireballNA

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