Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 8 (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 11
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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

Actions

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

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 1) piercing damage.

Dagger. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one creature. Hit: 4 (1d4 + 1) piercing damage.

Description

Cultists of Blood have sworn their allegiance to the Vampire Father. Most conceal this loyalty to avoid being ostracized, imprisoned or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. They also live close to the Manor of the vampire father.

They use either a dagger or a shortsword. 

Monster Tags: NPC

Habitat: Urban

Oacka

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