b'Scorpion Cultist \n'b'  Medium   humanoid  (any),  neutral  \n'b'  Armor Class  13  Hit Points  26 (4d8 + 8)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  17 (+3)  CON:  15 (+2)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Animal Handling +3,  Deception  +2,  Perception  +3,  Stealth  +5  Damage Resistances  poison  Senses  passive  Perception  14  Languages  Common  Challenge  1/2 (100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Dark Devotion . The scorpion cultist has advantage on saving throws against being  charmed  or  frightened . \n'b'  Keen Senses . The scorpion cultist has advantage on  Wisdom  (Perception) checks. \n'b'  Scorpion\xe2\x80\x99s Blessing . The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra 1d4 poison damage (included in the  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  Scimitar .  Melee Weapon Attack : +5 to hit, reach 5 ft, one target.  Hit : 6 (1d6 + 3) slashing damage plus 2 (1d4) poison damage. \n'b'  Sling .  Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' Trained as part guardian and part assassin, the cultists of Selket are organized into cells that strike in the name of the Scorpion Goddess. The scorpion cultists watch for those who blaspheme the name of their goddess or defile her sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, scorpion cultists might doff their traditional garb and infiltrate towns or cities.'