Medium humanoid, neutral evil
- Armor Class
- 12 (leather armor)
- Hit Points
- 9 (2d8)
- Speed
- 30 ft.
- Challenge
- 1/8 (25 XP)
STR
11
+0
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
11
+0
CHA
10
+0
- Skills
- Religion +2, Deception +2, Perception +2
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Dark Devotion.
The cultist has advantage on saving throws against being charmed or frightened.
Fey Ancestry.
The drow cultist has advantage on saving throws against being charmed, and magic can't put the drow cultist to sleep.
Sunlight Sensitivity.
While in sunlight, the drow cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Spellcasting
Innate Spellcasting.
The drow cultist's innate spellcasting ability is Charisma (spell save DC 10). The drow cultist can innately cast the following spells, requiring no material components: