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NPC, Cultist

Size
Medium
Type
Humanoid
Alignment
Neutral, Evil
Armor Class
12
Speeds
30
Strength Score
11
Dexterity Score
12
Constitution Score
10
Intelligence Score
10
Wisdom Score
11
Charisma Score
10
Skill Proficiencies
Deception, Religion
Vision
Normal
Languages Ref
Any
Hit Points
9
Languages Prep
Any
Languages
Any

Medium humanoid (any race), any non-good alignment


Armor Class 12 (leather armor)

Hit Points 9 (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 10

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

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

Actions

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

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.