Cultists
Members of secretive groups, cultists partake in enigmatic and often disconcerting rituals. These individuals venerate entities typically regarded as taboo or off-limits by the broader society. Cloaked in an aura of mystery, their rites frequently encompass elements like blood, sacrifice, and other unsettling practices, all in the name of appeasing their deity and obtaining mystical powers.
Driven by a firm belief that these rituals are paramount to earning their deity's favor, cultists spare no effort to execute them meticulously. Typically, these ceremonies occur in isolated or concealed locales, far from public scrutiny. Adorned in dark robes and masks, participants may intone chants or incantations, seeking to invoke their revered entity.
Tier 1
Initiated Cultist
Medium, Humanoid
Tier 1, Challenge Point 1, XP: 1
Attributes
AC 7 AP 0 HP 3 Posture 4
- Passive Insight/ Perception 13
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +3 CHA +1
- LU -2: Luck Points: 0; Critical Fail: 1 or 2
Abilities
- Spell Skill Spell Hit +3, Spell DC (11)
Action (1)
- Cast Spell You cast the following spells:
- At will: Fire Orb, Frost Bite, Minor Lightning.
Cultist
Medium, Humanoid
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 7 AP 0 HP 7 Posture 9
- Passive Insight/ Perception 15
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +5 CHA +5
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Spell Skill Spell Hit +5, Spell DC (13)
Action (1)
- Cast Spell You cast the following spells:
- At will: Dark Orb, Fire Orb, Frost Bite,
Minor Lightning, Sense Good & EvilBonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Tier 2
Arch Priest Cultist
Medium, Humanoid
Tier 2, Challenge Point 12, XP: 24
Attributes
AC 13 AP 2 HP 23 Posture 19 Mana 6
- Passive Insight/ Perception 17
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +7 CHA +7
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Ability
Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
Reincarnation If you would die, you can transfer your soul to 1 other cultist within 60 feet of you. That cultist immediately transforms into an Arch Priest Cultist with full Posture and HP and Mana recovered.
Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
Spell Skill Spell Hit +7, Spell DC (15)
Action (1)
- Cast Spell You cast the following spells:
- At will: Dark Orb, Fire Orb, Frost Bite,
Minor Lightning, Sense Good & Evil- Level 1 (1 Mana): Dark Pulse, Putrid Flesh, Flamethrower, Cold Whisper, Lightning Strike
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Cultist Leader
Medium, Humanoid
Tier 2, Challenge Point 8, XP: 16
Attributes
AC 13 AP 2 HP 31 Posture 23 Mana 4
- Passive Insight/ Perception 17
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +7 CHA +7
LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Ability
- Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
- Spell Skill Spell Hit +7, Spell DC (15)
Action (1)
- Cast Spell You cast the following spells:
- At will: Dark Orb, Fire Orb, Frost Bite,
Minor Lightning, Sense Good & Evil- Level 1 (1 Mana): Dark Pulse, Putrid Flesh, Flamethrower, Cold Whisper, Lightning Strike
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Possessed Cultist
Medium, Humanoid
Tier 2, Challenge Point 3, XP: 6
Attributes
AC 11 AP 1 HP 11 Posture 13
- Passive Insight/ Perception 17
- Language Dark Common, Infernal Speech
Movement
Base/ Fly (Hover) 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +7 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Death Blow When you die, all creatures within 20 feet of you must make an Agility Save (DC 15). A creature takes 1d6 dark and 1d6 strike damage on a fail, or half as much on a success.
- After that, 1 Ghost comes out of you.
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Spell Skill Spell Hit +7, Spell DC (15)
Action (1)
- Cast Spell You cast the following spells:
- At will: Dark Orb, Fire Orb, Frost Bite,
Minor Lightning, Sense Good & EvilBonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Cultist Goat
Small, Beast
Tier 2, Challenge Point 1, XP: 2
Attributes
AC 7 AP 0 HP 9 Posture 6
- Passive Insight/ Perception 13
- Language None
Movement
Base 25 Climb/Swim 15 Dash 30 Stats + Skills
STR +3 DEX -1 INT -3 WIS +3 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Ability
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Sacrifice life If another Cultist dies while 30 feet away from you, you can make that Cultist come back to life with full HP. You immediately die after you use this ability.
Action (2)
- Ram: Hit +3, Dmg 1d4 strike
Veteran Cultist
Medium, Humanoid
Tier 2, Challenge Point 2, XP: 4
Attributes
AC 11 AP 2 HP 7 Posture 11
- Passive Insight/ Perception 17
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +7 CHA +7
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Spell Skill Spell Hit +7, Spell DC (15)
Action (1)
- Cast Spell You cast the following spells:
- At will: Dark Orb, Fire Orb, Frost Bite,
Minor Lightning, Sense Good & EvilBonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Cultist Body Guard
Medium, Humanoid
Tier 2, Challenge Points 4, XP: 8
Attributes
AC 14 AP 3 HP 37 Posture 21
- Passive Insight/ Perception 15
- Language Common, Infernal Speech
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +5 DEX +2 INT -1 WIS +5 CHA +1
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
- Spell Skill Spell Hit +5, Spell DC (13)
Actions (2)
- Macuahuitl Hit +5, Dmg 1d10 slash
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Tier 3
Arch Blood Priest
Medium, Humanoid
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 16 AP 3 HP 39 Posture 28 Mana 30
- Passive Insight/ Perception 18
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +8 CHA +8
- LU +2: Luck Points: 2; Critical Fail: 1
Villain Action
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Ability
Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
Cast Ritual Spell You can following ritual spells:
Circle of Teleportation, Blood Sacrifice, Blood Rain, Blood Rejuvenation, Locate, Talk to the Dead
Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
Reincarnation If you would die, you can transfer your soul to 1 other cultist within 60 feet of you. That cultist immediately transforms into an Arch Blood Priest with full Posture and HP and Mana recovered.
Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
Spell Skill Spell Hit +8, Spell DC (16)
Action (1)
- Cast Spell You cast the following spells:
- At will: Blood Slash Dark Orb, Sense Good & Evil
- Level 1 (1 Mana): Blood Skull, Dark Pulse, Putrid Flesh
- Level 2 (2 Mana): Blood Drain, Shadow Ball
- Level 3 (4 Mana): Dark Ray, Power Word: Pain
- Level 4 (6 Mana): Dark Skulls, Memory Control
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
- Level 2 (2 Mana): Force Bleed
- Level 4 (6 Mana): Greater Hex
Reaction
- Absorb Blood If a Bleeding creature within 30 feet of you dies, you can use your Reaction to gain 10 HP.
- Cast Spell You cast the following spells:
- Level 3 (4 Mana): Counter Spell
Blood Cultist Leader
Medium, Humanoid
Tier 3, Challenge Point 12, XP: 36
Attributes
AC 16 AP 3 HP 47 Posture 32 Mana 20
- Passive Insight/ Perception 18
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +8 CHA +8
- LU +2: Luck Points: 2; Critical Fail: 1
Villain Action
- Not allowed to die! Once per round, when you see a Cultist within 30 feet being reduced to 0 HP, you can make that creature be reduced to 1 HP instead.
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Ability
Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
Cast Ritual Spell You can following ritual spells:
Blood Sacrifice, Locate, Talk to the Dead
Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
Spell Skill Spell Hit +8, Spell DC (16)
Action (1)
- Cast Spell You cast the following spells:
- At will: Blood Slash Dark Orb, Sense Good & Evil
- Level 1 (1 Mana): Blood Skull, Dark Pulse, Putrid Flesh
- Level 2 (2 Mana): Blood Drain, Shadow Ball
- Level 3 (4 Mana): Dark Ray, Power Word: Pain
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
- Level 2 (2 Mana): Force Bleed
Reaction
- Absorb Blood If a Bleeding creature within 30 feet of you dies, you can use your Reaction to gain 10 HP.
- Cast Spell You cast the following spells:
- Level 3 (4 Mana): Counter Spell
Blood Cultist
Medium, Humanoid
Tier 3, Challenge Point 3, XP: 9
Attributes
AC 14 AP 2 HP 11 Posture 14 Mana 4
- Passive Insight/ Perception 18
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +8 CHA +8
LU +2: Luck Points: 2; Critical Fail: 1
Ability
- Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
- Spell Skill Spell Hit +8, Spell DC (16)
Action (1)
- Cast Spell You cast the following spells:
- At will: Blood Slash Dark Orb, Sense Good & Evil
- Level 1 (1 Mana): Blood Skull, Dark Pulse,
Putrid FleshBonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Reaction
- Absorb Blood If a Bleeding creature within 30 feet of you dies, you can use your Reaction to gain 10 HP.
Infused Blood Cultist
Medium, Humanoid
Tier 3, Challenge Point 5, XP: 15
Attributes
AC 14 AP 2 HP 9 Posture 13 Mana 4
- Passive Insight/ Perception 18
- Language Common, Infernal Speech
Movement
Base 25 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX -1 INT -1 WIS +8 CHA +8
- LU +2: Luck Points: 2; Critical Fail: 1
Ability
- Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
- Death Blow When you die, all creatures within 20 feet of you must make an Agility Save (DC 16). A creature takes 1d8 dark and 1d8 strike damage on a fail, or half as much on a success.
- After that, 1 Meat Blob is formed from your remains.
- Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
- Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
- Spell Skill Spell Hit +8, Spell DC (16)
Action (1)
- Cast Spell You cast the following spells:
- At will: Blood Slash Dark Orb, Sense Good & Evil
- Level 1 (1 Mana): Blood Skull, Dark Pulse,
Putrid FleshBonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Reaction
- Absorb Blood If a Bleeding creature within 30 feet of you dies, you can use your Reaction to gain 10 HP.