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Habitat: Any; Treasure: Individual, Relics

Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy.

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 three Pact Axe attacks.

Pact Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)

Reactions

Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.


Fiend Cultist

Medium or Small Humanoid, Neutral Evil
  • Armor Class 16
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.
  • Initiative +5 (15)
STR
19 (4)
DEX
15 (2)
CON
16 (3)
INT
12 (1)
WIS
18 (4)
CHA
10 (0)
  • Saving Throws Str +4, Dex +2, Con +6, Int +1, Wis +7, Cha +0
  • Skills Perception +7, Religion +4
  • Senses Darkvision 90 ft. (unimpeded by magical Darkness), passive Perception 17
  • Languages Abyssal, Common, Infernal
  • Challenge 8 (3900 XP)
  • Habitat Any
  • Treasure Individual, Relics
  • Gear Breastplate

Actions


  • Multiattack. The cultist makes three Pact Axe attacks.
  • Pact Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 4) Slashing damage plus (3d8)Fire damage.
  • Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At Will: Scorching Ray (level 5 version), Thaumaturgy 2/Day: Fireball (level 6 version)

Reactions


  • Hellish Rebuke. The cultist casts *Hellish Rebuke* in response to that spell's trigger, using the same spellcasting ability as Spellcasting.
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