Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Sneak Attack. Once per round, the cultist can deal an additional 10 ([[roll]3d6[/roll]) damage to a creature it hits with an attack if it has advantage on the attack roll. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and it doesn’t have disadvantage on the attack roll.
Staggered Advance. The cultist moves with an unpredictable sway, as if intoxicated, lumbering out of the way just in time to avoid attacks. Opportunity attacks made against the cultist are made with disadvantage.
Multiattack. The cultist makes two attacks with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) 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.
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Posted Nov 8, 2024From "If Looks Could Kill" by D. Coleman