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Cultist

Medium Humanoid (any race), any non-good alignment

CR 1/8

25 XP

AC: 12 (leather armor)
HP: 9 (2d8)
Speed: walk 30 ft.
Skills: Deception +2, Religion +2
Senses: passive Perception 10
Languages: any one language (usually Common)
STR
11
+0
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
11
+0
CHA
10
+0

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.

Quick Reference

Challenge: CR 1/8
Type: Humanoid
Size: Medium
Alignment: any non-good alignment
Best for a party of 4 at level 1-2

Running This Encounter

Cultists are best used in groups rather than individually, as their low HP (9) and modest AC (12) make them vulnerable squishy targets. They excel at creating atmosphere and narrative tension, serving as fanatical minions who can communicate their master's ideology and add flavor to dungeon delving. Use them to outnumber the party or control key chokepoints, forcing players to deal with waves of enemies rather than a single powerful foe. Their weakness makes them perfect for new players to fight and feel heroic against.

Combat Tactics

Cultists prioritize overwhelming enemies through sheer numbers and coordinated attacks, relying on safety in numbers rather than individual prowess. They will attempt to surround targets and use any cover available, potentially fleeing if their group is decimated. If they have spell-casting capabilities, they may cast offensive cantrips or support spells before engaging in melee.

Environment & Setting

Cultists are ideally encountered in their bases of operations—temples, hideouts, caves, or ruins dedicated to their dark patron. Dense environments with multiple rooms, altars, and cover allow cultists to mount organized defenses and make retreat paths available.