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Monster · SRD 5.1

Cultist

Medium humanoid (any race), any non-good alignment

Armor Class
12 (armor)
Hit Points
9 (2d8)
Speed
30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Senses
passive perception 10
Languages
any one language (usually Common)
Challenge
1/8 (25 XP)

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.

Medium humanoid (any race), any non-good alignment

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.

Special Abilities

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.

Related

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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Reformatted and reorganized for presentation on PostRoll; text unmodified.

Licensed under Creative Commons Attribution 4.0 International.

srd-5.1 · Version 1.0.0 · Updated Jul 9, 2026