Medium Humanoid (Any Race), Neutral Evil
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 and one other language
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Fear of Fire. If the cultist takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Pack Tactics. The cultist has advantage on an attack roll against a creature if at least one of the cultist's allies is within 5 feet of the creature and the ally isn't incapacitated.

Retribution. Whenever the cultist suffers a critical hit, it can make one melee weapon attack as a reaction.

Actions

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

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Darastrix_the_kobold

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