Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Doomsayers and Fanatics

Habitat: Any; Treasure: Individual, Relics

Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices.

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

Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.

Pact Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 18 (4d8) Radiant damage.

Radiant Ray. Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

At Will: Mage Armor (included in AC), Thaumaturgy
1/Day Each: Jallarzi’s Storm of Radiance (level 7 version), Mass Suggestion


Cultist Hierophant

Medium or Small Humanoid, Neutral
  • Armor Class 16
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.
  • Initiative +8 (18)
STR
14 (2)
DEX
18 (4)
CON
18 (4)
INT
13 (1)
WIS
16 (3)
CHA
20 (5)
  • Saving Throws Str +2, Dex +4, Con +4, Int +1, Wis +7, Cha +9
  • Skills Perception +7, Persuasion +9, Religion +5
  • Senses passive Perception 17
  • Languages Celestial, Common
  • Challenge 10 (5900 XP)
  • Habitat Any
  • Treasure Individual, Relics
  • Gear Breastplate, Holy Symbol

Actions


  • Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
  • Pact Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) Slashing damage plus (4d8)Radiant damage.
  • Radiant Ray. Ranged Weapon Attack: +9 to hit, reach 120 ft., one target. Hit: (4d12 + 5) Radiant damage.
  • Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): At Will: Mage Armor (included in AC), Thaumaturgy 1/Day Each: Jallarzi's Storm of Radiance (level 7 version), Mass Suggestion
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×