Cultist
Medium Humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed walk +30
Challenge 1/8
STR
11
+0
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
11
+0
CHA
10
+0
Skills religion +2, deception +2
Senses passive Perception 10
Languages any one language (usually Common)
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.
Source: 5e Core Rules · OGL/Open