Sources
CR
Type
Size
Alignment
Movement

Cultist

Medium Humanoid (any race), Lawful Evil

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)

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.

Lore

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.