b'Cultist of Belilal \n'b'  Medium   humanoid ,  lawful evil  \n'b'  Armor Class  14 (leather armor)  Hit Points  38 (6d6 + 6))  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  14 (+2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  11 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4  Damage Resistances  poison  Skills   Acrobatics  +4,  Deception  +6,  Perception  +4,  Persuasion  +4,  Stealth  +6  Senses  passive  Perception  12  Languages  any two languages  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Assassinate . During its first turn, the cultist of  Beli  Lal has advantage on  attack  rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the cultist scores against a surprised creature is a critical hit. \n'b'  Dark Devotion . The cultist has advantage on saving throws against being  charmed  or  frightened . \n'b'  Pack Tactics . The cultist has advantage on an  attack  roll against a creature if at least one of the cultist\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Sneak Attack . Once per turn, the cultist deals an extra 7 (2d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 ft. of an ally of the cultist that isn\xe2\x80\x99t  incapacitated  and the cultist doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cultist makes two short sword attacks or one garrote  attack . \n'b'  Ritual Garrote .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 8 (1d10 + 3) slashing damage, and the target is  grappled  (escape DC 15). Until the grapple ends, the target can\xe2\x80\x99t breathe and takes 13 (2d10 + 3) slashing damage at the start of each of its turns. The cultist can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b'  Shortsword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d6+ 3) piercing damage, and the target must make a DC 13  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'