Cultist

Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 10 (+0) | 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)
Traits
Dark Devotion
The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar
Melee Weapon Attack: +3 to hit, reach 5ft., 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.
- name Cultist
- type humanoid
- ac 12
- hp 9 (2d8)
- size medium
- alignment any non-good
- abilities
- name STR
- value 11
- name DEX
- value 12
- name CON
- value 10
- name INT
- value 10
- name WIS
- value 11
- name CHA
- value 10
- speed 30ft
- cr 0.125
- skills
- name Deception
- value 2
- name Religion
- value 2