Medium Humanoid (Human), Lawful Evil
AC 10 flak    Initiative +0 (10)
HP 18 (3d6)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 10 +0 +0
CON 12 +1 +3
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 8 −1 −1
Senses Passive Perception 11
Languages Common, Common
CR 1 (XP 200; PB +2)
Traits

Madness. The rank and file of the church of atom their are none madder 

The acolytes of Atom are wild rad addled men and woman whose sole goal in life is to bring the word of Atom by sword, word, or deed 

 

Actions

Pipe rifle shot.  standard wasteland workhorse these cobbled together poorly maintained weapons tend to be just as dangerous to the enemy as they are the cultist.

Hatchet. Melee Weapon Attack: +2 to hit, Hit: (1d6 + 2) [slashing] damage.

Action Ranged Attack. Ranged Weapon Attack: +2 to hit, range 45 yards target. Hit: 1d8+2   [Piercing] damage. on critical fails pipe weapon suffers catastrophic failure deals 1d4 damage to wielder and any creature nearby 

Bonus Actions

Madness. as a bonus action the cultist whips themselves into frenzy . gaining 1d6 temporary HP and charger feat suffers disadvantage against ranged attacks

Reactions

None

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The rank and file of the church of Atom the Acolytes of Atom are wild eyed men and women who are one step shy of raiders on a good day. and worse than feral ghouls on the worst days. often serving communities and other wasteland groups as mercenaries of a death cult, or as berserkers whose battle fury makes them useful against the myriad of mutant animals and individuals in the wastes. though most serve the Emerald host as crusaders of Atom 

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Thebluedrake

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