Dragon Cultist
- Size
- Medium
- Type
- Humanoid
- Challenge Rating
- 2
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 12
- Speeds
- 30
- Walking Speed
- 30
- Strength Score
- 10
- Dexterity Score
- 14
- Constitution Score
- 14
- Intelligence Score
- 10
- Wisdom Score
- 14
- Charisma Score
- 14
- Saving Throws
- Wisdom
- Skill Proficiencies
- Deception, Persuasion, Religion
- Languages Ref
- any one
- Hit Points
- 39
Medium humanoid
Armor Class 12
Hit Points 39 (6d8+12)
Speed 30 ft.
- STR
- 10 (+0)
- DEX
- 14 (+2)
- CON
- 14 (+2)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 14 (+2)
Saving Throws Wis +4
Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 12
Languages any one
Challenge 2 (450 XP)
Fanatic. The cult fanatic has advantage on saving throws against being charmed or frightened.
Immunity. A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon.
Spellcasting. The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
command
detect evil and good
inflict wounds
2nd-level (3 slots): blindness/deafness
hold person
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sacred Flame (Cantrip; V, S). One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
Command (1st-Level; V). One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
Blindness/Deafness (2nd-Level; V). One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.