Medium Humanoid (Human), Neutral Evil
AC 11 Tattered robes    Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 12 +1 +1
CON 10 +0 +0
Mod Save
INT 9 −1 −1
WIS 11 +0 +0
CHA 10 +0 +0
Skills Stealth +3
Gear Rusty shortsword
Senses Passive Perception 10
Languages Abyssal (Chants), Common
CR 1/8 (XP 25; PB +2)
Traits

Cult Initiate. Coil Cultists have advantage on saving throws against being frightened while within 30 feet of another Coil Cultist.

 

Actions

Rusty shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage

Bonus Actions

Fanatical Devotion (1/Day). As a bonus action, the cultist can deal an additional 1d4 psychic damage on a successful weapon attack as they scream a blasphemous chant to the Wyrm. The target must succeed on a DC 10 Wisdom saving throw or be frightened until the end of its next turn

Description

“Whispers in the dark, bound by blood and fear.”

The Coil Cultists are the lowest rank of the Cult of the Wyrm — expendable, half-mad initiates drawn from desperate commoners, disillusioned peasants, or those who’ve witnessed the horrors stirring in the mountains and found twisted purpose. They serve as messengers, spies, saboteurs, and sacrificial fodder in the cult’s ever-churning rituals.

Their crude masks and fraying robes offer little protection, but what they lack in power, they make up for in blind fanaticism. They fear death — but they fear disobedience to the Black Flames more.

When they gather in numbers, their chants take on a sickening rhythm, resonating with some deep, ancient echo buried beneath the earth. A single Coil might be harmless. A dozen may crack the sanity of a village.

Monster Tags: Human

Beyondwick

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