Cultist CR 1/8 Medium humanoid

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Humanoids

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)   Proficiency Bonus +2

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.

Where to meet one

The encounter builder rolls the cultist for fights in 🐸 swamp, 🏜️ desert, 🏘️ town and 🏚️ dungeon or ruin.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.