Doomsayers and Fanatics
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.
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. |
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.
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 |
Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.
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
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
Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.