Pub CultistCreaturePack - v1
Pub CultistCreaturePack - v1
Pub CultistCreaturePack - v1
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
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.
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)
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
Chief Fanatic