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.

Attributes
Cultist
Medium humanoid (any race), any non-good alignment
Armor Class
12 (Leather Armor)
Hit Points 9 (2d8)
Speed 6m
Hit Points 9 (2d8)
Speed 6m
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 Rating 1/8 (25 XP)
Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge Rating 1/8 (25 XP)
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: (1d6 + 1) slashing damage.