Cultist of Myrkul

Medium or Small Humanoid, Neutral Evil
FRA

Wicked Zealots of the Dead Three

Habitat Urban — Treasure Individual, Relics

The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur's Gate—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.

Cultists of Myrkul dominate the dead, whether to raise Undead servants, terrorize the living, or extract secrets known only to the deceased. Most are more interested in amassing knowledge than power or wealth. Many cultists of Myrkul are sinister manipulators who hoard necromantic lore and gather in cults to share their gruesome secrets. Such secrets often require unsavory experimentation, which these heartless cultists relish.

AC 16

Initiative +6 (16)

HP 204 (24d8 + 96)

Speed 30 ft.

STR

13 (+1)

Save +1

DEX

14 (+2)

Save +2

CON

18 (+4)

Save +4

INT

20 (+5)

Save +5

WIS

18 (+4)

Save +4

CHA

15 (+2)

Save +2

Skills Arcana +9, Insight +8, Religion +9

Resistances Necrotic

Gear Breastplate, Holy Symbol

Senses Darkvision 60 ft., Passive Perception 14

Languages Common

CR 11

Traits

Nearer to the Dead. While Bloodied, the cultist has Immunity to the Frightened and Poisoned conditions.

Actions

Multiattack. The cultist makes three Necrotic Burst attacks.

Necrotic Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 27 (5d10) Necrotic damage and the target can't regain Hit Points until the end of the cultist's next turn.

Spellcasting. The cultist casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Speak with Dead, Thaumaturgy. 1/Day Each: Animate Dead, Circle of Death.