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

Fanatical Nerve. The commoner has advantage on saving throws against being frightened.

Actions

Improvised Weapon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning or piercing damage.

Cult Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Description

They’re still fragile like commoners, but their attacks hit a little harder. For a frightening mob, have them fight in a group and use the cult leader to direct them.

Habitat: Any

AnimaniacGaming

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