AC
12
Initiative
+1 (11)
HP
9
(2d8)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 11 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 11 | +0 | +2 |
CHA | 10 | +0 | +0 |
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Changes from Cultist
Lost Religion proficiency.
Lost Dark Devotion trait. (adv against charmed or frightened.)
Scimitar -> Sickle. (1d6+1 -> 1d4+1, average of one less damage.)
This CR is actually calculated correctly as a CR 1/8.
But the sickle also does 1 point of Necrotic damage, so the average damage per hit is still 4.5, not accounting for Resistance, Immunity or Vulnerability.
"Make global changes like sinking the land or awakening volcanoes." Haha, now I want to add Team Aqua and Team Magma to my next game
Let's goooo I'd play it
Small paragraph in the physical book that didn't make it to the stat block: "Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sort of members." Followed by a small description of each cultist type
I like the artwork looks very nice.
Changes makes sense to me. They are only Cultists, maybe new obes so they arent as devouted specially now with all the higher cult monster stats.
Art changed from Cult of the Dragon cultist to a bunch of hooded people wielding gardening sickles. Not complaining, but the new art doesn't look as threatening.