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### 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. \pagebreak ### 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*. \columnbreak ___ > ## 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 & Evil* > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At will:* *Hex* \pagebreak ### 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* \pagebreak ___ ___ > ## 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 > > - \columnbreak > > ### 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* \pagebreak ___ ___ > ## 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 & Evil* > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At will:* *Hex* \pagebreak ___ > ## 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 & Evil* > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *At will:* *Hex* \pagebreak ___ ___ > ## 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 > >\columnbreak > > ### 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. \pagebreak ### 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 \pagebreak ___ ___ > ## 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* > > - \columnbreak > > - **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 \pagebreak ___ ___ > ## 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 > > > - \columnbreak > > ### 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 Flesh* > ### Bonus 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. \pagebreak ___ ___ > ## 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 Flesh* > ### Bonus 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.