AC 12
HP 9 (2d8; bloodied 4)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one
Fanatic. The cultist has advantage on saving throws against being charmed or frightened by creatures not in their cult.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Cultists worship forbidden gods, devils, demons, and other sinister beings. Many cultists work to summon the object of their devotion to the world so it might grant them power and destroy their enemies.
CR 0–2 1d8 cultists ; cult fanatic ; dragon cultist
Treasure 2 forbidden books (50 gp each), 2 potions of clairvoyance
CR 3–4 cult fanatic or dragon cultist with 1d6 + 2 cultists ; cult fanatic with 1d4 cultists and animated armor , death dog , dretch , or imp
Treasure disturbing silver idol (250 gp), eyes of charming
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.