Medium Humanoid (Any Race), Lawful Evil
Armor Class 13 Leather
Hit Points 20 (4d10)
Speed 30 ft.
STR
15 (+2)
DEX
17 (+3)
CON
10 (+0)
INT
15 (+2)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws DEX +5
Skills Deception +2, Religion +2, Stealth +4
Senses Passive Perception 15
Languages Common, Draconic Common, Draconic and Thieves cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

 Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the assassin deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Two-Weapon Fighting. When the assassin takes the Attack action and attacks with a light melee weapon that they is holding in one hand, they can can use a bonus action to attack with a different light melee weapon that they is holding in the other hand. they doesn't add their ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, they can throw the weapon, instead of making a melee attack with it.

 
 
Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4+ 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage and is poisoned on a failed, or half as much damage on a successful one.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage and is poisoned on a failed, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage and is poisoned on a failed, or half as much damage on a successful one.

 

Description

The children of Akatosh are sworn followers of Akatosh, they are devoted and will sacrifice themselves in order to bring the cause closer to its goal. They are in black leather armour with gold accents and a black cloak, with two deployable rapiers on each arm the arrow hood conceals a small amount of the mask, a black mask with the symbol of the "eye" in the forehead and golden patterns along the eye below the eyes is a golden print of a golden triangle covering the lower mask., where eye would be is a black lens.

Monster Tags: NPC

Habitat: Urban

JosephBonetti

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