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Cultist 5e NPC Stat Block: Running Cults That Feel Dangerous
This is the Cultist NPC stat block, the robed rank-and-file member of an evil cult. It is CR 1/8 with AC 12 (leather armor), 9 hit points and a +3 scimitar for 4 damage, plus Dark Devotion, which gives it Advantage on saves against being charmed or frightened. One cultist is barely a threat. Cultists matter in numbers, as bodies between the party and the ritual, and as support for a cult fanatic or acolyte. The 2024 Cultist keeps the same CR, AC and hit points, swaps the scimitar for a ritual sickle that adds 1 necrotic damage, and trades Dark Devotion for proficiency in Wisdom saving throws.
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Cultist Stat Block (2014)
This is the Cultist from SRD 5.1. It can be any race and any non-good alignment.
Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather 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)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (XP 25; PB +2)
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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Every ability score is 10 to 12. A cultist is a commoner with a weapon, leather armor and a cause. The +3 scimitar hits AC 16 on a 13 or higher (40%), for 1.6 damage a turn on average.
The interesting lines are the non-combat ones. Deception +2 and Religion +2 describe someone who lives a double life: SRD 5.1 notes that most cultists hide their loyalties to avoid being ostracized, imprisoned or executed. A cultist is the baker, the tax clerk and the lamplighter until the night of the ritual. Dark Devotion fits the same picture. Charm and fear magic is how outsiders usually turn people against their beliefs, and cultists resist both.
The Cultist in the 2024 Rules
SRD 5.2.1 keeps the cultist close to the original. The new block is Medium or Small, neutral by default, and speaks Common.
Cultist
Medium or Small Humanoid, Neutral
Armor Class 12
Initiative +1 (11)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)save +0
DEX
12 (+1)save +1
CON
10 (+0)save +0
INT
10 (+0)save +0
WIS
11 (+0)save +2
CHA
10 (+0)save +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
Challenge 1/8 (XP 25; PB +2)
Actions
Ritual Sickle.Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
What changed from 2014:
2014 Cultist
2024 Cultist
CR (XP)
1/8 (25)
1/8 (25)
AC / HP
12 / 9
12 / 9
Attack
Scimitar +3, 4 slashing
Ritual Sickle +3, 3 slashing + 1 necrotic
Defensive trait
Dark Devotion: Advantage on saves vs charmed and frightened
None; proficient in Wisdom saves (+2)
Alignment
Any non-good
Neutral (adjust for your cult)
Damage is the same: 4 per hit either way. The real difference is in how the cultist resists magic:
•The 2014 cultist rolls Wisdom saves at +0, but with Advantage against anything that would charm or frighten it. Charm Person fails, but Hold Person and Command (neither charms) work normally.
•The 2024 cultist rolls every Wisdom save at +2, with no special protection from charm or fear. Against a DC 13 spell that's a 50% fail chance across the board, compared with 60% for the 2014 cultist's ordinary Wisdom saves and 36% for its charm and fear saves.
The ritual sickle is a flavor upgrade that's useful at the table. A sickle is a farm tool. A 2024 cultist can walk through a market at harvest time with its weapon in plain view.
How Cultists Fight
Cultists lose any fair fight. Your job is to give them an unfair one: numbers, ground they chose, and a reason to keep fighting after half of them fall.
Use the numbers. Six cultists attacking one AC 16 character deal about 10 damage a round (6 × 40% × 4). That's enough to drop a level 1 wizard in one round or a level 2 fighter in two. Cultists should surround one target, not spread across the party.
Help the dangerous one. The Help action lets a cultist distract an enemy within 5 feet so that an ally's next attack against it has Advantage. Whether that beats attacking depends on who's being helped:
•A 2024 Cultist Fanatic hits for 13 (Pact Blade, 6 slashing + 7 necrotic) at +4. Advantage raises its hit chance against AC 16 from 45% to about 70%, worth about 3.2 extra damage, double what the cultist would deal itself.
•A 2014 cult fanatic's dagger only deals 4. Advantage on one attack is worth about 1 damage, less than the cultist's own 1.6. In 2014, cultists should attack.
Hold the ritual line. In most cult scenes the fight isn't the goal. Something is happening in the middle of the room, and the cultists exist to keep the party away from it for a few rounds. Put them in a doorway, on stairs, or in a ring around the altar. Each round they hold is a round the ritual gets closer to finishing. A visible countdown (candles going out, a chant getting louder) makes nine-hit-point enemies feel urgent.
Don't run (2014), or run (2024). A 2014 cultist's Dark Devotion makes it hard to frighten. Play them as fanatics who fight on after their leader falls. The 2024 cultist has no such protection and is neutral by default, so you can play a cult where members break and scatter once the fanatic dies. Pick one, and make it consistent for that cult.
Fight in the dark, but not for long. Cultists have no darkvision. A ritual chamber lit only by braziers is dim for both sides. If the party brings light, cultists can knock over braziers to plunge their side into darkness, but they're fighting blind as well.
How Many Cultists for a Level 1 to 3 Party?
Cultists are 25 XP each. Using the 2024 budget for four characters, mixing in their usual leaders:
Under the 2014 Dungeon Master's Guide guidelines, which our encounter calculator uses, six cultists are 150 XP, doubled to 300 for a group of three to six. That is Hard for four level 1 characters. Eight cultists (200 XP × 2.5) come to 500 adjusted, past Deadly at level 1 and Medium at level 2.
Practical guidance:
•Level 1: 4 to 6 cultists is a real fight. Add a leader only if the cultists are few.
•Levels 2 and 3: cultists become the support cast. Put a cult fanatic or priest in charge and use cultists to protect them.
•Level 4 and up: a single area spell clears a room of cultists. Use them as a timer (hold the line for two rounds) or as a social obstacle, not a combat threat.
How Players Beat Cultists
Nine hit points and AC 12 make cultists easy to kill one at a time. The trick is killing them fast enough to stop whatever they're guarding.
•Area spells.Burning Hands deals 3d6 (10.5 on average) in a 15-foot cone, more than a cultist's 9 hit points on a failed save, and its Dexterity save is only +1. Thunderwave (2d8, average 9) pushes every cultist that fails its Constitution save 10 feet back, often off the stairs it was holding.
•Sleep (2014). The 2014 Sleep spell, from the SRD, puts creatures to sleep in order of lowest hit points, up to 5d8 (22.5 on average). That's two cultists most of the time, three on a good roll. It isn't a charm effect, so Dark Devotion doesn't help them.
•Pick the right enchantment. Against 2014 cultists, Hold Person and Command work normally and Charm Person struggles against Advantage. Against 2024 cultists, every Wisdom save is at +2, so target Strength, Constitution, Intelligence or Charisma (all +0) where you can.
•Kill the leader, then talk. Cultists follow someone. Drop the fanatic or priest, then use Intimidation or Persuasion on the rest. It works best on 2024 cultists, who are neutral by default. Note that Intimidation is a check, not a fear effect, so Dark Devotion doesn't block it; what stops a 2014 cultist is the fanaticism you play.
•Investigate before the fight. Deception +2 is a low bar. A character with a decent Insight can spot a cultist in a normal conversation, and the real danger in a cult adventure is the person the party trusts. Detect Thoughts and a careful look at who skipped the temple service go a long way.
Cultist Encounter Ideas
The harvest choir. Every year the village's harvest choir sings in the fields at dusk, carrying sickles. This year, one of the farmhands didn't come home after rehearsal. The choir is a 2024-style cult hiding in plain sight: twelve cultists, an acolyte leading the songs and a cult fanatic who owns the largest farm. The party can expose them at the festival, in front of the whole village, or find the missing farmhand in the barn cellar first.
The dark lighthouse. Ships have been wrecking on the reef below a lighthouse that should be lit. Six cultists have taken the tower and keep the lamp dark on moonless nights, then loot the wrecks. The fight happens on a narrow spiral stair where only one cultist can face the party at a time, so the party wins the fight easily and the real question is what the cult does with the cargo.
The recruit who wants out. A young cultist slips the party a note asking for help leaving before tomorrow night's ritual. She'll lead them to the meeting place, but she's terrified of the cult fanatic, and if he sees her with the party she'll switch sides to save herself. If you run a cult arc over several sessions, Loreify can record each session and keep track of which villagers the party suspects and why.
For names and personalities for cult members, the NPC generator is a quick start.
Frequently Asked Questions
What CR is a cultist in 5e?
The Cultist is CR 1/8 (25 XP) in both the 2014 and 2024 rules, with AC 12 and 9 hit points.
What does the cultist's Dark Devotion do?
Dark Devotion gives the 2014 cultist Advantage on saving throws against being charmed or frightened. The 2024 cultist doesn't have it; it has proficiency in Wisdom saving throws (+2) instead.
What is the difference between a cultist and a cult fanatic?
The cultist (CR 1/8) is a rank-and-file member with one weak attack. The cult fanatic (CR 2) is a leader with spellcasting, including Hold Person, and much higher damage. A typical cult has one fanatic for every handful of cultists.
How many cultists should I use for 4 level 1 players?
Four to six cultists is a solid level 1 fight. Eight cultists use the whole Low budget under the 2024 rules. Under the 2014 guidelines, six cultists are already a Hard fight once the group multiplier applies.
Can you use Charm Person on a cultist?
Yes, but a 2014 cultist rolls its Wisdom save with Advantage because of Dark Devotion. Charm Person also gives Advantage if you're fighting it, though the two don't stack. A 2024 cultist has no Dark Devotion but adds +2 to its Wisdom save.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.