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Cultist

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

classe Armatura 12 (leather armor)

Punti Ferita 9 (2d8)

Velocità 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |

Abilità Ingannare +2, Religione +2

Senses passive Percezione 10

Linguaggi any one language (usually Common)

Challenge 1/8 (25 XP)

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

            1. Actions

Scimitar. Arma da Mischia Attacco: +3 to hit, reach 5 ft., one creature. Colpito: 4 (1d6 + 1) slashing damage.

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.

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