Pub CultistCreaturePack - v1

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Cultist Creature Pack

an expansion of cult creatures

The following creatures are contained within:

Devotee (CR 1/8)


Cult Recruiter (CR 1/2)
Cult Arcanist (CR 2)
Cultist Knight (CR 4)
Chief Fanatic (CR 4)
Cult Experiment (CR 4)
Cult Elder (CR 8)

by S.J. Meyer
Cults

C
Cult Operations

û
Organizational Structure

Neutral Cults
Cult-involved Plot Hooks
Devotee Cult Recruiter

Devotee
Medium humanoid (any race), any non-good
alignment

Armor Class 9
Hit Points 9 (2d8)
Speed 30 ft.
Cult Recruiter
Medium humanoid (any race), any non-good
alignment
STR DEX CON INT WIS CHA
Armor Class 16 (half plate)
12 (+1) 9 (-1) 10 (+0) 9 (-1) 9 (-1) 12 (+1) Hit Points 16 (3d8+3)
Speed 30 ft.
Senses passive Perception 9
Languages any one language (usually Common)
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 18 (+4)
Pack Tactics. The Devotee has advantage on an
attack roll against a creature if at least one of the Saving Throws Cha +6
Devotee's allies is within 5 ft. of the creature and Skills Deception +6, Insight +4, Persuasion +8
the ally isn't incapacitated. Senses passive Perception 12
Languages Common plus up to three other
Dark Devotion. The Devotee has advantage on languages
saving throws against being charmed or frightened. Challenge 1/2 (100 XP)
Actions Masked. The recruiter wears a mask adorned with
Club. Melee Weapon Attack: +2 to hit, reach 5ft., his patron deity's insignia. The recruiter has
one target. Hit 2 (1d4) bludgeoning damage. advantage on checks related to its facial description
or expressions.
Dark Devotion. The recruiter has advantage on
saving throws against being charmed or frightened.
Using Devotees and Recruiters
Devotees are commonly found surrounding their Actions
adored recruiter, or in a cult's hideout working as Rapier. Melee Weapon Attack: +3 to hit, reach 5ft.,
slaves. Their devotion is absolute, and they will one target. Hit 5 (1d8+1) piercing damage.
blindly follow their leadership, as well as the one
who recruited them. Like goblins, they are often
used as henchmen by more powerful creatures.
Reactions
Parry. The recruiter adds 2 to its AC against one
melee attack that would hit it. To do so, the
recruiter must see the attacker and be wielding a
melee weapon.
Cult Arcanist

Bartering with an Arcanist


Arcanists are a rare breed of cultist, in that they are
only interested in the power that their patron deity
provides to the cult. They may even be concocting
a plan to betray the group for personal gain.
Should another group come along and provide
Cult Arcanist them with a suitable arrangement, they may be
amenable to turning a blind eye to some behavior,
Medium humanoid (any race), any evil alignment or even becoming an outright turncoat... for the
right price.
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 12 (+1)

Skills History +4, Religion +4


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Dark Devotion. The arcanist has advantage on saving


throws against being charmed or frightened.
Spellcasting. The arcanist is a 4th-level spellcaster.
Its spell casting ability is Intelligence (spell save DC
12, +4 to hit with spell attacks). The arcanist has
the following wizard spells prepared:
Cantrips (at will): fire bolt, minor illusion, light
1st level (4 slots): comprehend languages, mage
armor, magic missile
2nd level (3 slots): acid arrow, ray of
enfeeblement

Actions
Multiattack. The arcanist makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5ft. or range 20/60 ft., one target. Hit 4
(1d4+2) piercing damage.
Cultist Knight Cantrips (at will): blade ward, true strike
1st level (3 slots): absorb elements, earth tremor,
Medium humanoid (any race), any non-good alignment
snare, witch bolt
Armor Class 18 (plate)
Hit Points 45(7d8+14) Actions
Speed 30 ft. Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 10 (2d6+3) slashing damage.
16 (+3) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 15 (+2) Leadership (Recharges after a Short or Long Rest). For 1
minute, the knight can utter a special command or
Saving Throws Str +5, Con +4 warning whenever a nonhostile creature that it can see
Skills Deception +4, History +3 within 30 ft. of it makes an attack roll or a saving
Senses passive Perception 10 throw. The creature can add a d4 to its roll provided it
Languages any one language (usually Common) can hear and understand the knight. A creature can
Challenge 4 (1,100 XP) benefit from only one Leadership die at a time. This
effect ends if the knight is incapacitated.
Dark Devotion. The knight has advantage on saving
throws against being charmed or frightened. Reactions
Parry. The knight adds 2 to its AC against one melee
Spellcasting. The knight is a 4th-level spellcaster. Its attack that would hit it. To do so, the knight must see
spell casting ability is Intelligence (spell save DC 11, +3 the attacker and be wielding a melee weapon.
to hit with spell attacks). The knight has the following
wizard spells prepared:

Cultist Knight

Lieutenants
If the Cult Elders are the generals of the
organization, the knights are their trusted
lieutenants. Charged with the most important and
dangerous tasks within the cult, these knights are
often found in central compounds, or carrying out
missions of vital importance.
Cult Experiment
Cult Experiment
Large humanoid, chaotic evil

Armor Class 9
Hit Points 133 (14d10+56)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) 6 (-2) 9 (-1) 5 (-3)

Skills Athletics +6
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed
Senses passive Perception 9
Languages understands the language of its creator
but can't speak
Challenge 4 (1,100 XP)

Berserk. Whenever the experiment starts its turn


with 50 hit points or fewer, roll a d6. On a 6, the
experiment goes berserk. On each of its turns while
berserk, the experiment attacks the nearest
creature it can see. If no creature is near enough to
move to and attack, the experiment attacks an
object, with preference for an object smaller than
itself. Once the experiment goes berserk, it
continues to do so until it is destroyed or regains
all its hit points.
Aversion of Fire. If the experiment takes fire
damage, it has disadvantage on attack rolls and
ability checks until the end of its next turn.
Magic Resistance. The experiment has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The experiment's weapon attacks
are magical.

Actions
Multiattack. The experiment makes two slam
attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8+4) bludgeoning damage.
Chief Fanatic 3rd level (3 slots): glyph of warding, mass healing
word
Medium humanoid (any race), any non-good alignment

Armor Class 14 (studded leather) Actions


Hit Points 78 (12d8+24) Multiattack. The Chief Fanatic makes two melee attacks.
Speed 30 ft.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) piercing damage.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2) Legendary Actions
The Chief Fanatic can take 2 legendary actions,
Saving Throws Wis +5 choosing from the options below. Only one legendary
Skills Deception +4, Persuasion +4, Religion +2 action option can be used at a time and only at the end
Senses passive Perception 13 of another creature's turn. The Chief Fanatic regains its
Languages any one language (usually Common) legendary actions only after a short or long rest.
Challenge 4 (1,100 XP)
Raise Dead. Target a recently deceased corpse and raise
it as a Zombie. The Zombie acts as an ally under the
Dark Devotion. The Chief Fanatic has advantage on control of the Chief Fanatic and takes its turn
saving throws against being charmed or frightened. immediately.
Spellcasting. The Chief Fanatic is a 6th-level spellcaster. Faerie Fire. Each object in a 20-foot cube within range
Its spell casting ability is Wisdom (spell save DC 13, +5 is outlined in blue, green, or violet light (your choice).
to hit with spell attacks). The Chief Fanatic has the Any creature in the area when the spell is cast is also
following cleric spells prepared: outlined in light if it fails a Dexterity (DC 13) saving
Cantrips (at will): light, sacred flame, thaumaturgy throw. For the duration, objects and affected creatures
1st level (4 slots): guiding bolt, inflict wounds, shed dim light in a 10-foot radius. Any attack roll
shield of faith against an affected creature or object has advantage if
2nd level (3 slots): hold person, spiritual weapon the attacker can see it, and the affected creature or
object can't benefit from being invisible.

Chief Fanatic

Chief Fanatics as Antagonists


A Chief Fanatic makes an excellent low-level
antagonist as the leader of a small splinter of a
larger organization, as the party seeks to frustrate
the spread of the cult's influence.
Cult Elder

Another One Bites the Dust


Cult Elders can cast Disintegrate as a 6th-level
spell. If this kills the target, they are instantly
disintegrated to dust and cannot be revived except
by a Wish spell. Be sure your party is prepared!
Cult Elder Spellcasting. The elder is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7
Medium humanoid (any race), any evil alignment
to hit with spell attacks). The elder has the following
Armor Class 15 (studded leather) wizard spells prepared:
Hit Points 110 (17d8 + 34)
Speed 30 ft. Cantrips (at will): mage hand, prestidigitation, ray of
frost
1st level (4 slots): detect magic, magic missile, shield,
STR DEX CON INT WIS CHA thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf's
11 (+0) 15 (+3) 14 (+2) 18 (+4) 15 (+2) 14 (+2) acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel
Saving Throws Int +7, Wis +5 magic, fireball
Skills Arcana +10, Deception +5, History +7, Insight +5 4th level (3 slots): blight, dimension door
Condition Immunities charmed, frightened 5th level (2 slots): cloudkill, scrying
Senses truesight 60 ft., passive Perception 12 6th level (1 slot): disintegrate
Languages Common plus up to three other languages
Challenge 8 (3,900 XP) Actions
Multiattack. The elder makes three attacks, one cantrip
Legendary Resistance (3/Day). If the elder fails a saving and two melee attacks.
throw, it can choose to succeed instead.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Darkest Devotion. The elder has immunity against being one target. Hit: 3 (1d4 + 1) piercing damage.
charmed or frightened.
Legendary Actions
The elder can take 2 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature's turn. The elder regains spent legendary
actions at the start of its turn.
Cantrip. The elder casts a cantrip.
Channel Divinity: Touch of Death (Costs 2 Actions). The
elder channels the evil energy of its patron deity into a
creature that it touches. +7 to hit, reach 5 ft., one
target. Hit: 26 (4d10 + 4) necrotic damage.

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