All monsters

Cultist

Medium, humanoid, any non-good alignment

CR 1/8AC 12HP 9 (2d8)

Speed walk 30 ft

str
11
(+0)
dex
12
(+1)
con
10
(+0)
int
10
(+0)
wis
11
(+0)
cha
10
(+0)

Skills religion +2, deception +2

Senses passive_perception: 10

Languages any one language (usually Common)

Traits

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.