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