*Medium Humanoid, chaotic evil* *** > **Armor Class** 12 > **Hit Points** 9 > **Speed** 30 ft. > **CR** 1/8 (25 XP) *** | **Str** | **Dex** | **Con** | **Int** | **Wis** | **Cha** | | :-----: | :-----: | :-----: | :-----: | :-----: | :-----: | | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | *** > **Skills** Deception +2, Religion +2 > **Senses** passive Perception 10 > **Languages** [[Common]] > **Proficiency Bonus** +2 *** **Dark Devotion.** The cultist has *advantage* on saving throws against being <abbr title="A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.">frightened</abbr> or <abbr title="A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.">charmed</abbr>. ##### Actions **Scimitar.** *Melee Weapon Attack.* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. **Spores (Recharge 5-6).** The cultist throws a handful of spores at a creature within 30 ft. That creature must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a fail or half as much damage on a success.