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Habitat: Any; Treasure: Individual, Relics

Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with monsters such as aboleths and mind flayers or forces such as Cthulhu, Hadar, Ityak-Ortheel the Elf Eater, Nyarlathotep, malicious solar bodies, or entities from the Far Realm.

Cultist Agendas
1d6 
The Cultist Strives To ...
1
Bring about the end of a dominant order, an age, or the world.
2
Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3
Expand their faith though mind control or supernatural coercion.
4
Make global changes, like sinking the land or awakening volcanoes.
5
Remake life on a mass scale, altering other creatures’ bodies or spiritual beings.
6
Summon their deity or its herald, weapon, or realm into their world.

Occult Symbols

Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult’s icons.

Cult Symbols
1d10 
The Symbol Is... 
Depicted As ...
1
An alchemical sign
A calendar or map
2
An animal
A crest or as heraldry
3
A celestial body
An elaborate diagram
4
A deity’s icon
A metaphorical image
5
An element
A mystical being
6
An eye
Part of an equation
7
A geometric shape
A repeating pattern
8
A letter or number
A series of scratches
9
Part of a monster
A simple pictogram
10
A skull
A weapon or tool

Types of Cultists

Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.

Cultists

Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.

Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes.
—Rites of the Cult of Elemental Evil

Actions

Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.

Tentacle Lash. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the Restrained condition until the grapple ends.

Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned condition until the start of the cultist’s next turn. Success: Half damage only.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At Will: Detect Thoughts, Minor Illusion

Reactions

Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.


Aberrant Cultist

Medium or Small Humanoid, Neutral Evil
  • Armor Class 14
  • Hit Points 137 (25d8 + 25)
  • Speed 30 ft.
  • Initiative +7 (17)
STR
10 (0)
DEX
19 (4)
CON
12 (1)
INT
16 (3)
WIS
18 (4)
CHA
15 (2)
  • Saving Throws Str +0, Dex +4, Con +1, Int +6, Wis +7, Cha +2
  • Skills Arcana +6, Perception +7, Religion +6
  • Senses Darkvision 90 ft, passive Perception 17
  • Languages Common, Deep Speech; telepathy 30 ft.
  • Challenge 8 (3900 XP)
  • Habitat Any
  • Treasure Individual, Relics

Actions


  • Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.
  • Tentacle Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d6 + 4) Slashing damage plus (4d6)Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the Restrained condition until the grapple ends.
  • Mind Rot. *Wisdom Saving Throw:* DC 15, one creature the cultist can see within 90 feet. *Failure:* 27 (or [[6d8]] (6d8)) Psychic damage, and the target has the Poisoned condition until the start of the cultist's next turn. *Success:* Half damage only.
  • Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Thoughts, Minor Illusion

Reactions


  • Counterspell (2/Day). The cultist casts *Counterspell* in response to that spell's trigger, using the same spellcasting ability as Spellcasting.
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