Medium Humanoid (Any Race, Human), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 22 (2d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
Senses Passive Perception 11
Languages Common, Draconic Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The cultist is a 2nd-level spell caster. Its spell casting ability is Wisdom (Spell save DC 11, +3 to hit with spell attacks). The cultist has the following Cleric spells prepared:

Cantrips (at will): Sacred Flame, Thaumaturgy

1st level (3 slots): Inflict Wounds, Shield of Faith

Actions

Multiattack. The cultist makes 2 melee attacks

Dagger. Melee or Ranged Weapon attack. +4 to hit, reach 5 ft or racnge 20/60 ft., one creature. Hit 3 (1d4 +1) 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

2leftfeet

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