Cultist
Medium
humanoid (any race),
Lawful NX Chaotic NY Evil
| Armor Class | 12 (leather armor) |
| Hit Points | 9 (2d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
| 11 (+0) |
12 (+1) |
10 (+0) |
10 (+0) |
11 (+0) |
10 (+0) |
| Saving Throws | — |
| Skills | Deception +2, Religion +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | any one language (usually Common) |
| Challenge | 1/8 |
Traits
Dark Devotion.
The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar.
Melee Attack Roll: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Small
humanoid,
Neutral
| Armor Class | 12 |
| Hit Points | 9 (2d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
| 11 (+0) |
12 (+1) |
10 (+0) |
10 (+0) |
11 (+0) |
10 (+0) |
| Saving Throws | Wis +2 |
| Skills | Deception +2, Religion +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | Common |
| Challenge | 1/8 |
Actions
Ritual Sickle.
Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.