Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 14 (Studded leather)
Hit Points 15 (3d8)
Speed 35 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Skills Deception +2, Religion +2, Stealth +6
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Monster Tags: NPC

Habitat: Urban

Toxicity_Alert

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