Medium Humanoid (Changeling, Goblinoid, Grimlock, Human, Kobold), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 7 (1d12 + 1)
Speed 25 ft.
STR
13 (+1)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
9 (-1)
Saving Throws CON +2
Skills Arcana +1, Deception +2
Condition Immunities Invisible
Senses Passive Perception 9
Languages Any two languages and Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Actions

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

Handaxe. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

 

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. The Cultists of Illudor are never seen above ground, usually hiding and worshipping the Illudor in underground mines. They are only in the cult because of Illusions the Illudor made, persuading the cultists into bringing people into the Illudor's lairs for feeding. Sometimes they force a woman who would be used for feeding to be used for reproduction, making half-Illudor monsters. These creatures tend to use axes and daggers for easier feeding for their Illudor masters.

Monster Tags: NPC

Habitat: Urban

WarCedric

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