Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 10
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Frozen Flesh. Cultists of the Windwalker never suffer harm from exposure or harm from cold weather.

 

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Multiattack. The cultist makes two attacks: one with its claws and one feed, if it has a possible target.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage and a Medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the cultist can’t claw another target.

Cannibalize (1/Day). The cultist consumes a portion of humanoid flesh it carries or from a humanoid corpse within 5 feet. When it does so, it gains 10 temporary hit points that last for 1 hour. As long as the cultist has these temporary hit points, it has advantage on Constitution saving throws.

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: ArcticUrban

Ithia_DungeonMaster

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