Cult Marauder | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cult Marauder CR: 5

Medium humanoid (human), lawful evil
Armor Class: 18
Hit Points: 50
Speed: 30 ft

STR

21 +5

DEX

16 +3

CON

18 +4

INT

10 +0

WIS

15 +2

CHA

16 +3

Saving Throws: con +7, Str +8, Dex +7
Damage Vulnerabilities: cold
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical, non adamantine weapons
Damage Immunities: Fire
Condition Immunities: Grappled, prone, exhausted, frightened, charmed
Senses: darkvision - 60ft, tremorsense 10ft
Languages: common, draconic
Challenge Rating: 5

second wind - bonus action heal 1d10+5. once per rest   Great weapon fighting - reroll 1s and 2s once each dice per attack   action surge - can take another turn once per rest.   maneuvers - 8 superiority die, d8s, disarming attack, tripping attack, parry, feinting attack   combat mastery - may take multi attack on all creatures within 5ft of user.   reflexes - whenever a creature makes an attack on you, if the attack hits you may move up to and shove the creature (no reaction required)   Great weapon master - can take a -5 to acc to add +10 dmg, when crit or kill can atk again as bonus action.   Heavy Armor Master - -3 to all physical damage from B,P,S

Actions

Multi attack - range 5ft, +8 to hit, makes two attacks with greatsword, 2d6+5 for each attack

a cultist part of the cult trying to resurrect the dragon goddess to burn the world. dressed in a steel armor similar to that of a crusader. this soldier stands vanguard at as the cults last defense.

Created by

Spectre0458.

Statblock Type

Monster

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