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Stone Cultists

Stone Cultists are humanoids whose connection to the daelkyr Orlassk has altered them, causing flesh to partially transform into stone. Stone Cults always have some sort of tie to Orlassk, though it’s not always obvious what that is. Sometimes the locus of this influence is a location—a hidden altar carved long ago, a vein of blood-red corrupted khyber shards, a pulsing heart formed from quickstone. Other cults are affected by something small that can be moved around—an idol of quickstone, a mask that fuses to the face of the wearer and transforms them into a Stone Speaker. Some cultists are ultimately transformed into creatures of animate stone, like gargoyles; others eventually become inanimate statues, paying a terrible price for their devotions.

Served by the Stone. Cultists begin as fully organic humanoids, but over time their flesh changes, and they become Stone Listeners and Stone Speakers. They are often found in the company of Quickstone Gargoyles or Stoneborn creatures. Sometimes these creatures emerge fully formed from the source of Orlassk’s influence; in other cults, the Stone Speaker sculpts statues that come to life. In rare instances, a stone cult may have ties to dolgaunts, dolgrims, or dolguuls.

Lost in the Stone. While they are tied to the daelkyr Orlassk, many stone cults are wildly deluded about the source of their powers. Stone cults often begin with people who work closely with stone—miners, sculptors, masons, and people in similar professions. Some cultists hear the earth whispering to them, making promises or threats. Others dream of treasures hidden deep below the surface. The Stone Cult Motivations table provides ideas to work with. Keep in mind that Stone cultists are delusional, and typically cannot be swayed from their beliefs by logic. However, if the source of Orlassk’s influence can be destroyed or disenchanted, it may be possible to save the cultists. Stone cultists are typically neutral evil because of the influence of Orlassk; they lack empathy and won’t hesitate to kill at the bidding of the Stone. However, cultists may have periods in which this influence fades and their alignment shifts; if so, they won’t remember actions they took while under the influence of the stone.

Stone Cult Motivations
d6   Cult Beliefs
1 “We must dig deeper; a great treasure lies below.”
2 “If we serve the Stone it will make us immortal.”
3 “We must water the stone with blood so it may yet grow.”  
4 “We must become stone to survive the coming apocalypse.”
5 “Flesh is soft, weak, and disgusting.”
6 “If we do not serve the Stone, it will destroy us.”

Stone Speaker

Initially, a cultist only listens to the whispers of the Stone. But as their power and devotion grows, the Stone moves through them, and they can speak with its voice. When a Stone Speaker uses Eldritch Bolt, they shout in Deep Speech and the words themselves become deadly bolts of force and stone—or they can cast Charm Person or Dissonant Whispers, and their words burrow into the minds of their foes. The skin of a stone speaker becomes as tough as stone, but they can make it as malleable as clay—remolding it either to conceal their own identity or to impersonate another humanoid. In combat or when leading ceremonies, a speaker will often form a stone mask over their face.

Traits

Dense Flesh. When a stone speaker isn’t wearing any armor, their base Armor Class equals 10 plus their Dexterity and Constitution modifiers. They can use a Shield and still gain this benefit.

Revel in Stone Words. Whenever a creature the stone speaker can see gains the Restrained or Petrified condition as the result of a spell or magical effect, the stone speaker gains 10 Temporary Hit Points.

Actions

Multiattack. The stone speaker makes 3 Eldritch Bolt attacks. Up to three of these attacks can be replaced by Stone to Flesh. They also make one Sculptor's Knife attack.

Sculptor's Knife. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage, and the target must succeed on a DC 15 Constitution saving throw or have the Restrained condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. If the target fails a saving throw against this ability while it has the Restrained condition, it instead has the Petrified condition. It can continue to make saving throws at the end of each of its turns, ending the petrification on a successful save.

Eldritch Bolt. Ranged Attack Roll: +7, range 120 ft. Hit: 9 (1d10 + 4) Force damage.

Remold. The stone speaker shape-shifts to resemble a Medium humanoid it has seen, or it returns to its true form. Its statistics are the same in each form, except for its size. Any equipment it’s wearing or carrying isn't transformed.

Stone to Flesh. The stone speaker ends the Petrified condition on one creature it touches. The stone speaker regains 16 (3d10) Hit Points and the newly un-Petrified creature has the Charmed condition for 10 minutes.

Spellcasting. The stone speaker casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 15):

At Will: Blade Ward, Mold Earth, Thaumaturgy
3/Day Each: Charm Person, Dispel Magic, Dissonant Whispers, Earthbind, Shield
1/Day Each: Dimension Door


Stone Speaker

Medium Humanoid (Warlock, Any), Neutral Evil
  • Armor Class 17
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR
10 (0)
DEX
14 (2)
CON
16 (3)
INT
12 (1)
WIS
11 (0)
CHA
18 (4)
  • Saving Throws Str +0, Dex +2, Con +6, Int +1, Wis +0, Cha +7
  • Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  • Damage Resistance Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Any two language (usually Common and Deep Speech)
  • Challenge 6 (2300 XP)
  • Dense Flesh. When a stone speaker isn't wearing any armor, their base Armor Class equals 10 plus their Dexterity and Constitution modifiers. They can use a Shield and still gain this benefit.
  • Revel in Stone Words. Whenever a creature the stone speaker can see gains the Restrained or Petrified condition as the result of a spell or magical effect, the stone speaker gains 10 Temporary Hit Points.
  • Spellcasting. The stone speaker casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 15): At Will: Blade Ward, Mold Earth, Thaumaturgy 3/Day Each: Charm Person, Dispel Magic, Dissonant Whispers, Earthbind, Shield 1/Day Each: Dimension Door

Actions


  • Multiattack. The stone speaker makes 3 Eldritch Bolt attacks. Up to three of these attacks can be replaced by Stone to Flesh. They also make one Sculptor's Knife attack.
  • Sculptor's Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4 + 4) Slashing damage. The target must succeed on a DC 15 Constitution saving throw or have the Restrained condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. If the target fails a saving throw against this ability while it has the Restrained condition, it instead has the Petrified condition. It can continue to make saving throws at the end of each of its turns, ending the petrification on a successful save.
  • Eldritch Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (1d10 + 4) Force damage.
  • Remold. The stone speaker shape-shifts to resemble a Medium humanoid it has seen, or it returns to its true form. Its statistics are the same in each form, except for its size. Any equipment it's wearing or carrying isn't transformed.
  • Stone to Flesh. The stone speaker ends the Petrified condition on one creature it touches. The stone speaker regains 16 (or [[3d10]] (3d10)) Hit Points and the newly un-Petrified creature has the Charmed condition for 10 minutes.
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