Medium Humanoid, Neutral Evil
AC 13 hide    Initiative +1 (11)
HP 14 (3d8 + 2)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 12 +1 +3
CHA 10 +0 +0
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions

Serrated Spear . Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 1 Necrotic damage.

Description

Malar Cultists devote themselves to their Gods advice  . While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices.


Cultists

Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.

 
   
   
   
   
   
   
     

 

Habitat: Any

OfficerSorge

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