Cult Acolyte

Medium humanoid (human), neutral evil

Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 11 (+0)

Skills Insight +4, Persuasion +2, Religion +2
Senses passive Perception 12
Languages Common (Greek), one other language
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Dark Devotion. A cult acolyte has advantage on saving throws against being charmed or frightened.
  • Titanic Might. As a bonus action, a cult acolyte can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) damage to a target on a hit (acid, cold, fire, lightning, necrotic, radiant, or thunder, as appropriate to their cult). This benefit lasts until the end of the turn.
  • Spellcasting. A cult acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

ACTIONS

  • Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) piercing damage.
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