Medium Humanoid (Human), Chaotic Neutral
Armor Class 12 (Cloth Robe)
Hit Points 16 (3d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Abyssal, Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Actions

Fishtail Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 2 radiant damage.

Old One's Spark (Recharge 6). As a bonus action, the cultist touched a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table to determine the form of madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. 

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. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Monster Tags: NPC

Habitat: Urban

Greywand

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