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Cultist

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil priests, cultists often show signs of insanity in their beliefs and practices. Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.    

Cultist CR: 1/8 (25 XP)

Medium humanoid (any race), any non-good
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 Rating: 1/8 (25 XP)

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

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 slashing damage.

   

Cult Fanatic CR: 2 (450 XP)

Medium humanoid (any race), any non-good
Armor Class: 13 (leather armor)
Hit Points: 33 (6d8 + 6)
Speed: 30 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Persuasion +4, Religion +2
Senses: Passive Perception 11
Languages: Any one language (usually Common)
Challenge Rating: 2 (450 XP)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.   Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Actions

Multiattack. The fanatic makes two melee attacks.   Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.


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