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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

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