AC
14
Initiative
+1 (11)
HP
27
(6d8)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +2 |
| CHA | 14 | +2 | +2 |
Skills
Deception +4, Intimidation +4, Religion +2
Gear
Leather Armor, Scimitar
Senses
Passive Perception 10
Languages
Common, Infernal
CR
1 (XP 200; PB +2)
Traits
Fanatical Zeal: When reduced to 0hp for the first time, the cultist can make a dc10 Charisma Saving throw. On a success, they drop to 1hp instead and can immediately make one melee weapon attack as a reaction.
Pyreborn Flame (1/day): The cultist channels Malrik's will. As a bonus action, they can cause a 10ft radius of magical flame to erupt around them. Each creature of the cultist's choice in the area must make a DC12 Dexterity saving throw or take 7 (2d6) fire damage.
Actions
Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Fire Bolt (Cantrip). Ranged spell Attack Roll: +4 to hit, range 120ft., one target. Hit: 7 (1d10) Fire damage.
Comments