HP 9 (2d8; bloodied 4)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one
Fanatic. The cultist has on against being or by creatures not in their cult.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Cultists worship forbidden gods, devils, demons, and other sinister beings. Many cultists work to summon the object of their devotion to the world so it might grant them power and destroy their enemies.
CR 0–2 1d8 ; ;
Treasure 2 forbidden books (50 gp each), 2
CR 3–4 or with 1d6 + 2 ; with 1d4 and , , , or
Treasure disturbing silver idol (250 gp),
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.