OmnisGM/ rules
Cultist

CultistMedium Humanoid (Any Race), Any Non-good Alignment

Armor Class
12 (leather armor)
Hit Points
9 (2d8)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE111210101110
MOD+0+1+0+0+0+0
SAVE+0+1+0+0+0+0
Skills
Deception +2, Religion +2
Senses
Passive Perception 10
Languages
any one language (usually Common)
CR
1/8 (XP 25)

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.

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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