Medium or Small Humanoid, Neutral Evil
AC 12    Initiative +1 (11)
HP 22 (5d8)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 12 +1 +1
CON 10 +0 +0
Mod Save
INT 11 +0 +0
WIS 14 +2 +4
CHA 13 +1 +1
Skills Arcana +2, Deception +2, Religion +2
Resistances Psychic
Senses Passive Perception 12
Languages Common Common, Deep Chant (forbidden dialect)
CR 1/2 (XP 100; PB +2)
Traits
Mad Devotion (1/Day)

When reduced to 0 HP, the cultist can make a DC 10 Charisma saving throw. On a success, they stand back up with 1 HP and gain advantage on attack rolls until the end of their next turn.

Ritual Channeling

While within 5 ft of a functioning ritual circle (Red, Gold, or Blue), the cultist gains one of the following passive boons (random or thematic):

  • Red: Adds +2 to melee damage.

  • Gold: Gains +2 AC.

  • Blue: Can cast Thaumaturgy as a bonus action.

 
Actions

Rust Dagger -Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take 1 additional necrotic damage from the dagger’s infection.

Tether of Whispers (Recharge 5–6)

The cultist targets one creature within 30 ft. The target must succeed on a DC 12 Wisdom saving throw or be haunted by whispering visions, giving it disadvantage on its next attack roll or ability check.

Habitat: Any

Vizionz96

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