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Cultist

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 madness in their beliefs and practices.

Source: Systems Reference Document

Attributes

STR

11 (+0)

DEX

12 (+1)

CON

10 (+0)

INT

10 (+0)

WIS

11 (+0)

CHA

10 (+0)
StatValue
Creature TypeMedium Humanoid
AlignmentAny non-good alignment
Armor Class12 (Leather Armor)
Hit Points9 (2d8 + 0)
Combat Rating0.125 CR
Speed30 ft
SensesPassive Perception 10
LanguagesAny one language (usually Common)

Skills

Proficiencies: Deception, Religion

  • Deception

    +2

  • Religion

    +2

Abilities

Dark Devotion

The cultist has advantage on saving throws against being charmed or frightened.

Items

Armor:

Leather Armor - AC 11

  • Scimitar

    Melee weapon Attack

    +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 Slashing damage

    Rolls:

    Attack: 1d20 + 3

    Damage: 1d6 + 1

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