NPC, Vile Cultist

Medium humanoid (human), any evil

Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

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

Skills Investigation +3, Perception +2, Stealth +3
Senses passive Perception 10
Languages Common, Thieves’ Cant
Challenge 1/8 (25 XP)

ACTIONS

  • Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  • Chill Touch. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 4 (1d8) necrotic damage, and the target can’t regain hit points until the start of the cultist’s next turn.
  • Shocking Grasp. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Section 15: Copyright Notice

Legendlore Core Rulebook Copyright © 2021 Onyx Path, LLC. Author(s): Elizabeth Chaipraditkul, Matthew Dawkins, Jacqueline Penny Hart, Travis Legge, Megan Mackie, Ashley May, Katriel Paige, Roman Trevisanut, Steffie de Vaan, Vera Vartanian, Ashley Warren

This is not the complete license attribution - see the full license for this page