Cultist

Medium humanoid (any race), any non-good alignment
Armor Class
12 (leather armor)
Hit Points
9 (2d8)
Speed
30 ft.
  • STR 11 (+0)
  • DEX 12 (+1)
  • CON 10 (+0)
  • INT 10 (+0)
  • WIS 11 (+0)
  • CHA 10 (+0)
Skills
Deception +2, Religion +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.