Kryx RPGThemesCreatures
Cultist

Cultist

Medium humanoid (any species)
Challenge

STR
0
DEX
1
CON
0
INT
0
WIS
0
CHA
0

9
2d8
14
Fort
+0
Ref
+1
Will
+1
Defense note leather

Speed 5 m.
Skills Deception +2 (13), Divinity (Cha) +2 (13), Insight +0 (11), Perception +0 (11)
Languages any one language (usually Common)

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

Spellcasting. The cultist uses Divinity (Cha) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): crimson blade, dancing lights, thaumaturgy

1 mana: command, inflict wounds

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 4 (1d6 + 1) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 3 (1d4 + 1) piercing damage.

Urbansrd

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.