Medium Humanoid, Lawful Neutral
Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +5, Persuasion +2, Religion +5, Stealth +7
Damage Resistances Radiant
Condition Immunities Blinded
Senses Passive Perception 15
Languages Celestial, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Death Flash.  When the cultist dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 3 (1d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.

Actions

Multiattack. The cultist makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. If the cultist has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.

Description

A Cultist of Light is the devout followers of Kwayothé and her god Kossuth. They are easily recognizable by their pupils with glittering golden streaks.

Monster Tags: humanoid

Habitat: Urban

MrFlowMoe

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