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
9 (-1)
CHA
12 (+1)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Aberrant mutation: the aberrant cultist has developed  a mutation from spending so much time in the presence of aberration  roll a d6 and look at the table below

1-2 chitinous armor:the cultist has developed strange natural armor add +2 to ac

3-4 tumorous arm: one of the cultists arms has been terribly mutated adding a club attack that does 1d8+3 damage with a +4 to hit 

5-6 second head: the cultist has a hideous second head that whispers far Realm secrets to anyone within 20 ft. anyone that enters within 20 ft of the cultist that is not a fellow cultist must make a DC 13 wisdom saving throw or take 2d6 psychic damage. 

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Description

Aberrant cultists are cultists who through constant exposure and worship to far Realm being have developed strange mutations that strain the minds of most able bodied people.

Monster Tags: NPC

Habitat: Urban

nat1s_and_20s

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