Cultist

Medium humanoid (any), any evil

The cults of Aethara are as numerous as the fears that spawn them. Some worship the Void Echoes, believing that dissolution is liberation. Others venerate the Pale Lords, offering blood in exchange for protection. Some follow the Cult of the Unbound Flame, convinced that tearing down the Shroud will restore the sun. Whatever their creed, cultists share one quality: the certainty that the world as it is cannot continue, and that only radical action --- however terrible --- can save it. Basic cultists are foot soldiers: true believers with more faith than combat skill.

Armor Class:12 (leather armor)
Hit Points:9 (2d8)
Speed:30 ft
Challenge:CR 1/8
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills:Deception +2, Religion +2
Senses:Passive Perception 10

Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage.