12 (leather armor)
9 (2d8)
walk 30 ft.
Deception +2, Religion +2
any one language (usually Common)
1/8
The cultist has advantage on saving throws against being charmed or frightened.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.