Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13
Hit Points 24 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Skills Deception +2, Religion +2
Senses Passive Perception 11
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dark Devotion: The cultist of Imyorith has advantage on saving throws against being charmed or frightened and effects that would force it ta act against its will.

SpellCasting: The cultist of Imyorith has learned the magical arts to fight the enemies of Imyorith, they have two level one spell slots wich they can use to cast the following spells, False life and Bane at a spell save DC of 13 and a spell attack bonus of +5. 

Actions

Rune Bone Dagger: Melee Weapon Attack, +4 to hit, one targer, 5ft range, 1d4+2 piercing + 1d6 necrotic damage.

Chill Touch; Ranged spell attack, +5 to hit, one target, 120ft range. 1d8 necrotic damage, and it can’t regain hit points until the start of your the Cultist of Imyorith turn.

Reactions

Rune Ward (recharge 5-6): The cultist as a reaction to an attack or spell can call upon the power of Imyorith, increasing its saving throws and AC by +2 until the start of its next turn.

Description

Cultists of Imyorith swear allegiance to Imyorith Rune Bones, 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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2023 4:00:08 PM
6
1
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2/25/2023 4:02:36 PM
5
1
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2/10/2024 12:54:18 PM
12
1
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8/28/2026 1:47:21 PM
25
1
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Coming Soon

Habitat: Urban

Corpse_on_the_Trone

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