Medium Humanoid (Any Race), Typically Neutral Evil
Armor Class 13 Plate
Hit Points 13 (2d10 + 7)
Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
9 (-1)
CHA
11 (+0)
Saving Throws STR +5
Skills Athletics +7, Religion +2
Damage Resistances Bludgeoning and Slashing from nonmagical attacks, Bludgeoning
Condition Immunities Exhaustion, Frightened
Gear plate armour, great-sword, trophies of those whom they have killed (optional)
Senses Passive Perception 9
Languages "Languages it knew before transformation"
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Actions

Greatsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 6 (1d8 + 2) slashing damage.

Monstrous Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 2) bludgeoning damage.

Slam. Melee Weapon Attack: +3 to hit, reach 15 ft line. Hit: 4 (1d8 + 1) bludgeoning damage

Description

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or arch-devils. Most conceal their loyalties to avoid being ostracised, imprisoned, or executed for their beliefs. This particular cultist has grown to a monstrous size, with a heightened strength, heightened constitution, but lower intelligence & wisdom. they are physical fighters, not magical ones. this difference has been done forcefully through ritual sacrifice.

Lair and Lair Actions

they fight primarily within cultist arenas, easily avoidable, with a large reward for their defeat. If defeated, can be replaced by the winner.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2025 4:10:30 AM
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Coming Soon

Monster Tags: NPC

Habitat: UnderdarkUrban

remusthewolf

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