b'Cult Acolyte \n'b'  Medium   humanoid  ( human ),  neutral evil  \n'b'  Armor Class  10  Hit Points  9 (2d8)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  10 (+0)  CON:  11 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +4,  Persuasion  +2,  Religion  +2  Senses  passive  Perception  12  Languages  Common (Greek), one other language  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dark Devotion . A cult acolyte has advantage on saving throws against being  charmed  or  frightened . \n'b'  Titanic Might . As a bonus action, a cult acolyte can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) damage to a target on a hit (acid, cold, fire, lightning, necrotic, radiant, or thunder, as appropriate to their cult). This benefit lasts until the end of the turn. \n'b'  Spellcasting . A cult acolyte is a 2nd-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  guidance ,  light ,  thaumaturgy  \n'b'  1st Level (3 slots) :  bane ,  cure wounds ,  guiding bolt ,  sanctuary  \n'b'\n'b' ACTIONS \n'b'\n'b'  Dagger .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 3 (1d4) piercing damage.'