Free interactive D&D 5e SRD stat block

Cultist

Medium Humanoid, CR 1/8, AC 12, 9 HP. Neutral.

Medium Humanoid, Neutral

AC
12
Initiative
+1 (11)
HP
9 (2d8)
Speed
30 ft.
ScoreModSave
STR 11 +0 +0
DEX 12 +1 +1
CON 10 +0 +0
INT 10 +0 +0
WIS 11 +0 +2
CHA 10 +0 +0
Skills
Deception +2 , Religion +2
Senses
Passive Perception 10
Languages
Common
CR
1/8 (XP 25; PB +2)
Gear
Leather Armor, Sickle

Actions

Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4+1) Slashing damage plus 1 Necrotic damage.

How to run Cultist

A cultist is a level 0 NPC with a knife and a bad idea. AC 12, 9 HP, +3 to hit with a Ritual Sickle for 1d4+1 slashing plus 1 necrotic. Alone, this thing dies to a single longsword swing. The cultist works in groups, in robes, in candlelight, and in the wrong room of the dungeon. Run them in clumps of four to eight, never as a solo encounter, because the threat is the chant and not the blade.

Lead with the scene. The party kicks open a door and finds twelve cultists in a circle, mid-ritual, with a bound captive at the center. The cultists do not fight intelligently. They fight to finish the chant. Have half of them keep ritual-casting (no real spell, just narrative pressure: a sigil burning brighter, a captive convulsing, the room temperature dropping every round) while the other half move to intercept. Cultists who reach a PC swing the sickle once and try to bleed the player onto the floor as part of the ceremony. The 1 point of necrotic damage is mostly flavor, but say it out loud every hit so the players feel the wrongness.

These NPCs do not retreat individually. They retreat as a unit when the ritual breaks. Once the captive is freed, the leader is dropped, or half the cultists are down, the survivors flee for stairs or a hidden exit, screaming about their patron. Let one or two escape on purpose. They become recurring faces.

Deception +2 and Religion +2 mean cultists are useful before initiative more than during it. The merchant who sold the party suspicious incense, the priest at the wrong temple, the cousin at the wedding: all cultist statblocks waiting to slip a sickle out of a sleeve.

Pin the cult's sigil somewhere the party can see it before the fight starts. The image, not the kill count, is what they will remember.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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