Armor Class
12
(leather armor)
Hit Points
40
(5d8)
Speed
30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
8
(-1)
WIS
8
(-1)
CHA
8
(-1)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 3) slashing damage.
Poison Dart. Ranged Weapon Attack: +3 to hit, range 25/100 ft., one creature. Hit: 1 piercing damage and 5 (1d4+3) poison damage. On a hit, target must make succeed on a DC 13 Con saving throw or be poisoned.
Description
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.
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