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.
How many cultists for a fight?
A cultist is worth 25 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many cultists fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
8
12
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the cultist compares at CR 1/8
Against the 18 other challenge 1/8 monsters in the SRD 5.1, the cultist has more hit points than 8 of them, which makes it a little frailer than most at its CR. See every CR 1/8 monster.
Statistic
Cultist
CR 1/8 average
Armor Class
12
12.4
Hit points
9
8
Best attack bonus
+3
+4
Cultist 2024 stat block
The 2024 Monster Manual revised the cultist, and the SRD 5.2 carries the new stat block. What changed:
New in its stat block: Ritual Sickle.
Gone from it: Dark Devotion and Scimitar.
Armor Class
12 (leather armor)
Hit Points
9 (2d8)
Speed
30 ft.
Challenge
1/8 (25 XP)
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
10 (+0)
10 (+0)
11 (+0)
10 (+0)
Senses
passive Perception 10
Languages
Common
Gear
Leather Armor, Sickle
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.