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Habitat: Any; Treasure: Individual, Relics

Cultist fanatics lead small cults or cells within larger cults. They’re privy to more of a cult’s mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.

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

Cult Members

Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.

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

Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):

At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person

Bonus Actions

Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.


Cultist Fanatic

Medium or Small Humanoid, Neutral
  • Armor Class 13
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.
  • Initiative +2 (12)
STR
11 (0)
DEX
14 (2)
CON
12 (1)
INT
10 (0)
WIS
14 (2)
CHA
13 (1)
  • Saving Throws Str +0, Dex +2, Con +1, Int +0, Wis +4, Cha +1
  • Skills Deception +3, Persuasion +3, Religion +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)
  • Habitat Any
  • Treasure Individual, Relics
  • Gear Holy Symbol, Leather Armor

Actions


  • Pact Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) Slashing damage plus (2d6)Necrotic damage.
  • Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person
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