Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Kermit. When the Assassin drops below 5 hit points it will use its next turn do drink from a vial filled with green venom, dealing 5d4 poison damage, which immediately kills it.
Sneak Attack. If the Assassin has thus far gone unnoticed it will always use a sneak attack, when it first strikes, attacking with advantage and gaining 2d6 bonus damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage.
Description
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. 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.
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