Cultist
Humanoid · Medium
Cultists serve a forbidden power in hidden shrines under cities, in ruins and caves, led by fanatics who preach and cast. By day many live ordinary lives, which makes them hard to root out.
- Danger
- A threat to the unwary
- How it is met
- In packs, by night
- Challenge
- 1/8-2
- SRD 5.2.1 stat blocks
- Cultist, Cultist Fanatic
Hear it
- Ominous Group Invocation (On Patreon, Guardian tier)
- Cultists Hideout (In the album RPG Ambiences Vol. 4)
- Evil Ritual (In the album RPG Ambiences Vol. 3)
Where it is met
Cave, Eldritch Temperate Conifer Forest, Eldritch Tundra, Eldritch Cold Desert, Eldritch Hot Desert, Eldritch Swamp, Eldritch Marsh, Eldritch Bog, Eldritch Rocky Shore, Eldritch Cave, Eldritch Mine
Also: Temple, Sewer, Ruin
Stat blocks (D&D 5e)
Cultist
Medium or Small Humanoid, Neutral
AC 12 · Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 11 (+0), save +0 | 12 (+1), save +1 | 10 (+0), save +0 | 10 (+0), save +0 | 11 (+0), save +2 | 10 (+0), save +0 |
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic
Medium or Small Humanoid, Neutral
AC 13 · Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 11 (+0), save +0 | 14 (+2), save +2 | 12 (+1), save +1 | 10 (+0), save +0 | 14 (+2), save +4 | 13 (+1), save +1 |
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person
Bonus Actions
Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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