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Medium humanoid · CR 1/8

Cultist

Armor Class12
Hit Points9 (2d8)
Speed30 ft.
ChallengeCR 1/8 (25 XP)
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
SkillsDeception +2, Religion +2
Sensespassive Perception 10
Languagesany one language (usually Common)
Special Abilities
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.

Running Cultist in an encounter

As a CR 1/8 threat worth 25 XP, Cultist is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/8 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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