Cultist
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 madness in their beliefs and practices.
Source: Systems Reference Document
Attributes
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any non-good alignment |
Armor Class | 12 (Leather Armor) |
Hit Points | 9 (2d8 + 0) |
Combat Rating | 0.125 CR |
Speed | 30 ft |
Senses | Passive Perception 10 |
Languages | Any one language (usually Common) |
Skills
Proficiencies: Deception, Religion
Deception
+2
Religion
+2
Abilities
Dark Devotion
The cultist has advantage on saving throws against being charmed or frightened.
Items
Armor:
Leather Armor - AC 11
Scimitar
Melee weapon Attack
+3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 Slashing damage
Rolls:
Attack: 1d20 + 3
Damage: 1d6 + 1
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