Medium Humanoid, Any Non-Good Alignment
Armor Class 10 Natural Armour
Hit Points 7 (1d6)
Speed
STR
8 (-1)
DEX
13 (+1)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws INT +5, WIS +4
Skills Arcana +0
Damage Vulnerabilities Radiant, Slashing
Damage Resistances Necrotic
Senses Passive Perception 13
Languages Abyssal, Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dark Devotion: The Cultist Necromancer has advantage on saving throws against being charmed or frightened.

Spellcasting. The Cultist Necromancer is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC , +2 to hit with spell attacks). The Cultist Necromancer has following spells prepared:
Cantrips (at will): Magic Missile, Spare the Dying
1st level (2 slots): Inflict Wounds, Bane

Actions

Support. the Cultist Necromancer can use one action to give itself and 3 allies +4 temporary hit points. It cannot use this ability if it is incapacitated or otherwise unable to move.

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

Dagger (thrown).  Ranged Weapon Attack: +3 to hit, range 20/60 ft., 1 target. Hit:  3 (1d4) piercing damage.

Clisenrio_Ehra

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