Medium Humanoid
Armor Class 12
Hit Points 9 (2d8)
Speed walk +30
Challenge 1/8
Skills religion +2, deception +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.
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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open