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.

Running this fight? Add the cultist to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.