Cultists

Worshippers of the Occult and Forbidden

Cultists are driven by devotion. Cults dedicate themselves towards powers or entities deemed unnatural, heretical, taboo, or alien. To others, these beliefs would be considered dangerous and unnatural, but to their own, they are seekers of forbidden truth.

Where Priests seek structure and hedge their prayers in rigid symbols and scripture, Cultists plunge headlong into devotion, pledging themselves to their cause.

Cults usually center around a singular leader who commands the absolute loyalty of all its members - a prophet, possessed oracle, or heretical priest. These leaders interpret the will of the cult's enigmatic patron and hold the loyalty of their followers through charisma or manipulation.

Many cultists are driven by ambition. They offer blood, loyalty, or sanity in exchange for power and miracles denied to them by the traditional belief systems. Some genuinely believe they are chosen to herald a great new age, while others simply seek power in exchange for service. Many cultists fall into a cult through desperation or isolation. To them, the cult offers meaning and belonging where society offers none. After all, the gods are distant and unknowable, so who is to say their faith is misplaced?

Cultists often claim their patrons are no more dangerous than the so-called “saints” of old. They ask: if a priest draws miracles from a silent god, and a cultist draws power from a whispering one, who is the true blasphemer? When power flows, and the gods remain silent, does it matter what name you cry out in the dark?

Cultists are the perfect foes for a dark fantasy TTRPG campaign

Cult Archetypes

While united by structure and secrecy, cults differ widely in their beliefs and patrons. Aberrant cults serve ancient things beyond reason. Death cults venerate entropy and the veil beyond. Fiend cults bargain with demonic powers for mortal gain. Each shapes its rites and hierarchy according to its dark revelations.

Cultist Statblocks

Cultist

A Cultist is a rank-and-file believer, willing to kill or die in service of their faith. Often found guarding ritual sites or carrying out their leader’s will without question.

Cultist

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 12 (Studded Leather Armor) Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 11 +0 +0
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 12 +1 +1

Skills Religion +2, Deception +3

Senses Passive Perception 10

Languages Common

CR 1/8 (25 XP; PB +2)

Actions

Ritual Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) piercing damage.

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the cultist can make themselves the intended target of the attack or spell instead.

Grovel and Beg (1/day). If the cultist is Bloodied and becomes the target of a spell, ability, or attack, then it falls Prone and begs pitifully. If the source of the attack, spell, or ability is within 30 feet, it must make a DC 10 Wisdom saving throw. On a failure, it must change the target of the spell, ability, or attac. This counts as a Charmed effect.

Cultist Fanatic

A Cultist Fanatic is gripped by zealous fervor, fighting with reckless abandon and unshakable belief. They are the first to charge into danger, certain that their devotion shields them. These fanatics have acquired powerful magic through their dark rituals.

Cultist Fanatic

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 13 (Studded Leather Armor) Initiative +1 (11)

HP 45 (7d8 + 14)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 13 +1 +3
Cha 16 +3 +3

Skills Religion +2, Deception +5, Persuasion +5

Senses Passive Perception 11

Languages Common

CR 2 (450 XP; PB +2)

Actions

Multiattack. The cultist makes two Ritual Dagger attacks. It may replace one attack with a use of its Bestow Curse.

Ritual Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) piercing damage and 2 (1d4) necrotic damage.

Bestow Curse (Recharge 5-6). The cultist magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 11 Wisdom save or suffer the effects of the Bestow Cursec spell as if it were cast at third level (duration 1 minute), no concentration required.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

1/day each: Command, Hold Personc

Bonus Actions

Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 1d4 necrotic damage.

Cultist Grand Master

The Cultist Grand Master is the leader of a local cult chapter. Charismatic, narcissistic, and absolutely ruthless, they command forbidden rituals and throngs of slavish followers with terrifying authority.

Cultist Grand Master

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +6 (16)

HP 150 (20d8 + 60)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 15 +2 +6
Cha 20 +5 +5

Skills Religion +5, Deception +9, Persuasion +9

Senses Passive Perception 12

Languages Common

CR 10 (5,900 XP; PB +4)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 20 temporary hp.

Actions

Multiattack. The cultist makes four Ritual Dagger attacks. It may replace two attacks with a use of its Spellcasting.

Ritual Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 7 (3d4) necrotic damage.

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

3/day each: Charm Person

1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds

Reactions

Reject Divinity. When a creature the cultist can see within 30 feet regains hit points from a Divine source, the cultist reduces the number of hit points gained to 0 and the cultist instead deals 14 (4d6) necrotic damage to that creature.

Cultist Exarch

The Cultist Exarch is a rare and powerful cultist who has transcended flesh or sanity in service of their patron. Their body is merely a vessel for the will of something far greater.

Cultist Exarch

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 17 (Unholy Armor) Initiative +13 (23)

HP 247 (26d8 + 130)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 16 +3 +3
Con 20 +5 +10
Mod Save
Int 12 +1 +1
Wis 16 +3 +8
Cha 22 +6 +11

Skills Religion +6, Deception +11, Persuasion +16

Senses Passive Perception 13

Languages Common

CR 14 (11,500 XP; PB +5)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 25 temporary hp.

Unholy Aura. The cultist and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the cultist's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.

Legendary Prowess (3/day). The cultist can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.

Actions

Multiattack. The cultist makes three Ritual Dagger attacks. It may replace two attacks with a use of its Dominate, Ray of Enfeeblement, or Spellcasting.

Ritual Dagger. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 11 (2d4 + 6) piercing damage and 5 (2d4) necrotic damage.

Dominate. The cultist targets one humanoid it can see within 30 feet of it. If the target can see the cultist then it must succeed on a DC 17 Wisdom save against this magic or be Charmed by the cultist. While charmed in this way, the target treats the cultist as a trusted friend to be heeded and protected. It takes the cultist's requests or actions in the most favorable way it can. Each time the target takes damage, it may repeat the save to end the condition. Otherwise, the effect lasts for 24 hours or until the cultist dies or is on anther plane of existence. A creature that saves is immune to this effect for 24 hours.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 19 Constitution save or take 31 (9d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

1/day each: Command (5th), Flame Strike, Hold Personc (5th), Mass Cure Wounds, Mass Suggestion, Finger of Death

Legendary Actions (3)

Attack. The cultist makes a Ritual Dagger attack.

Spellcasting. The cultist uses Spellcasting. It can't take this action again until the start of its next turn.

Teleport. The cultist teleports up to 60 feet to a location it can see.

Aberrant Cultist Statblocks

Aberrant cultists worship entities of madness, the void, and impossible geometry. Their minds have been touched by alien truths, and their rituals twist the very fabric of reality.

Aberrant Cultist Initiate

An Aberrant Cultist Initiate is a novice touched by the aberrant. They may stammer nonsense or speak in tongues, but beneath their madness lies an unsettling clarity.

Aberrant Cultist Initiate

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +1 (11)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 13 +1 +3
Cha 18 +4 +4

Skills Religion +2, Deception +6, Persuasion +6

Senses Passive Perception 11

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The cultist makes two Aberrant Tentacle attacks.

Aberrant Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 3 (1d6) psychic damage.

Tentacle Slam. The cultist makes an attack against a creature within its reach. If the attack hits, the target is Grappled (escape DC 12). Then, the cultist slams each creature grappled by it into each other or a solid surface. Each creature must succeed on a DC 12 Constitution saving throw or take 7 (2d6) bludgeoning damage and be Stunned until the end of the cultist's next turn.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 14 Constitution save or take 21 (6d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

1/day each: Charm Person, Command (2nd), Hold Personc

Aberrant Cultist

The Aberrant Cultist wields psionic abilities or summons impossible entities that should not exist.

Aberrant Cultist

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +5 (15)

HP 135 (18d8 + 54)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 15 +2 +5
Cha 20 +5 +5

Skills Religion +4, Deception +8, Persuasion +8

Senses Passive Perception 12

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Unholy Aura. The cultist and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the cultist's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.

Actions

Multiattack. The cultist makes three Aberrant Tentacle attacks. It may replace two attacks with a use of its Gaze of the Far Realm, Ray of Enfeeblement, or Spellcasting.

Aberrant Tentacle. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) bludgeoning damage and 7 (2d6) psychic damage.

Gaze of the Far Realm (1/day). One target that the cultist can see within 60 feet must succed on a DC 16 Charisma saving throw. On a failure, roll a d6. On a 1-2, the creature is Frightened (save ends at end of turn). On a 3-4, the creature is Dazed (save ends at end of turn). On a 5-6, the creature is Burning [4 (1d8) psychic]. A burning creature suffers 4 (1d8) ongoing psychic damage at the end of each of its turns. A creature may use an action to end the condition.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 16 Constitution save or take 28 (8d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds

Aberrant Cultist Grand Master

Warped by eldritch powers beyond the Mortal Realm, the Aberrant Cultist Grand Master's sanity has long since abandoned them.

Aberrant Cultist Grand Master

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +8 (18)

HP 195 (23d8 + 92)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 16 +3 +3
Con 18 +4 +4
Mod Save
Int 12 +1 +1
Wis 16 +3 +8
Cha 22 +6 +6

Skills Religion +6, Deception +11, Persuasion +11

Senses Passive Perception 13

Languages Common

CR 14 (11,500 XP; PB +5)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 25 temporary hp.

Actions

Multiattack. The cultist makes four Aberrant Tentacle attacks. It may replace two attacks with a use of its Gaze of the Far Realm, Ray of Enfeeblement, or Spellcasting.

Aberrant Tentacle. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 13 (2d6 + 6) bludgeoning damage and 10 (3d6) psychic damage.

Gaze of the Far Realm (1/day). One target that the cultist can see within 60 feet must succed on a DC 19 Charisma saving throw. On a failure, roll a d6. On a 1-2, the creature is Frightened (save ends at end of turn). On a 3-4, the creature is Dazed (save ends at end of turn). On a 5-6, the creature is Burning [5 (2d4) psychic]. A burning creature suffers 5 (2d4) ongoing psychic damage at the end of each of its turns. A creature may use an action to end the condition.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 19 Constitution save or take 35 (10d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

1/day each: Command (5th), Flame Strike, Hold Personc (5th), Mass Cure Wounds, Mass Suggestion, Finger of Death

Reactions

Just A Scratch (1/day). When the cultist is reduced to 100 hit points, it roars in defiance and gains 50 temporary hitpoints. While those temporary hitpoints are active, the cultist has advantage on all attack rolls and saving throws.

Death Cultist Statblocks

Death cults venerate entropy, undeath, or the annihilation of all things.

Death Cultist Initiate

A grim-faced Death Cult Initiate studies the veil between life and death. Their rituals often involve bloodletting, bone charms, and whispered funerary chants.

Death Cultist Initiate

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +1 (11)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 13 +1 +3
Cha 18 +4 +4

Skills Religion +2, Deception +6, Persuasion +6

Senses Passive Perception 11

Languages Common

CR 4 (1,100 XP; PB +2)

Traits

Seal of Silence. When the cultist succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 14 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.

Actions

Multiattack. The cultist makes two Deathly Ray attacks.

Deathly Ray. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 14 (3d6 + 4) necrotic damage. On a hit, the target must make a DC 14 Constitution saving throw or gain Bleeding [7 (2d6) necrotic]. A bleeding creature suffers 7 (2d6) ongoing necrotic damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

1/day each: Command (2nd), Hold Personc

Bonus Actions

Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 1d4 necrotic damage.

Death Cultist

A Death Cultist is fully inducted into the ranks once they have shepharded at least five souls into death in the name of the cult.

Death Cultist

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +5 (15)

HP 135 (18d8 + 54)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 15 +2 +5
Cha 20 +5 +5

Skills Religion +4, Deception +8, Persuasion +8

Senses Passive Perception 12

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Seal of Silence. When the cultist succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 16 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.

Actions

Multiattack. The cultist makes three Deathly Ray attacks. It may replace two attacks with a use of its Spellcasting.

Deathly Ray. Ranged Spell Attack: +8 to hit, range 90ft., one target. Hit 19 (4d6 + 5) necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

3/day each: Charm Person

1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds

Reactions

Soul Chill. Whenever a creature within 60 feet that the cultist can see fails a saving throw, the cultist can attempt to leech away a portion of its spirit. The creature must succeed on a DC 16 Charisma saving throw. On a failure, it gains one level of Exhaustion.

Death Cultist Grand Master

The Death Cultist Grand Master is in direct service to a Greater Undead, perhaps hoping to learn the secrets to Lichdom.

Death Cultist Grand Master

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +8 (18)

HP 195 (23d8 + 92)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 16 +3 +3
Con 18 +4 +4
Mod Save
Int 12 +1 +1
Wis 16 +3 +8
Cha 22 +6 +6

Skills Religion +6, Deception +11, Persuasion +11

Senses Passive Perception 13

Languages Common

CR 14 (11,500 XP; PB +5)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 25 temporary hp.

Actions

Multiattack. The cultist makes four Deathly Ray attacks. It may replace two attacks with a use of its Ray of Enfeeblement or Spellcasting.

Deathly Ray. Ranged Spell Attack: +11 to hit, range 90ft., one target. Hit 23 (5d6 + 6) necrotic damage.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 19 Constitution save or take 35 (10d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

1/day each: Command (5th), Flame Strike, Hold Personc (5th), Mass Cure Wounds, Mass Suggestion, Finger of Death

Bonus Actions

Flesh Puppets (1/day). The cultist uses dark necromancy to resurrect the corpse of a nearby creature of CR 5 or less. The creature acts in initiative immediately after the cultist and obeys the commands of the cultist (no action required). The flesh puppet has the same statistics as when the creature was living except it is now Undead, or uses the statistics of a Skeleton, Zombie, or Ghoul. When the flesh puppet dies, the corpse is mangled beyond repair and is turned into a pile of viscera.

Reactions

Just A Scratch (1/day). When the cultist is reduced to 100 hit points, it roars in defiance and gains 50 temporary hitpoints. While those temporary hitpoints are active, the cultist has advantage on all attack rolls and saving throws.

Fiend Cultist Statblocks

Fiend cultists have made infernal bargains with devils or demons, trading their souls for mortal power.

Fiend Cultist Initiate

Eager to prove their worth, these initiates may bear the mark of infernal pacts and speak the names of demons in prayer.

Fiend Cultist Initiate

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 11 Initiative +1 (11)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 13 +1 +3
Cha 18 +4 +4

Skills Religion +2, Deception +6, Persuasion +6

Senses Passive Perception 11

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The cultist makes two Infernal Axe attacks.

Infernal Axe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage and 7 (2d6) fire damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

1/day each: Charm Person, Bane (2nd, no concentration), Command (2nd), Hold Personc

Bonus Actions

Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 1d4 necrotic damage.

Reactions

Fiendish Cackle (1/day). Whenever a creature the cultist can see fails an attack roll, ability check, or saving throw, the cultist can use its reaction to cackle maniacally. The creature must make a DC 14 Wisdom saving throw. On a failure, it takes 7 (3d4) fire damage and the cultist gains that many temporary hitpoints.

Fiend Cultist

A warlock in all but name, drawing flame, shadow, or corruption from their patron. They often serve as shock troops in infernal cults.

Fiend Cultist

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 12 Initiative +5 (15)

HP 135 (18d8 + 54)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 15 +2 +5
Cha 20 +5 +5

Skills Religion +4, Deception +8, Persuasion +8

Senses Passive Perception 12

Languages Common

CR 8 (3,900 XP; PB +3)

Actions

Multiattack. The cultist makes three Infernal Axe attacks. It may replace two attacks with a use of its Spellcasting.

Infernal Axe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) slashing damage and 7 (2d6) fire damage. On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds

Bonus Actions

Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 2d4 necrotic damage.

Reactions

Just A Scratch (1/day). When the cultist is reduced to 70 hit points, it roars in defiance and gains 35 temporary hitpoints. While those temporary hitpoints are active, the cultist has advantage on all attack rolls and saving throws.

Fiend Cultist Grand Master

This leader speaks directly with their fiendish master and bears infernal blessings—claws, wings, or worse. Their ambition burns as hot as the hellfire they wield.

Fiend Cultist Grand Master

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 13 Initiative +8 (18)

HP 195 (23d8 + 92)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 16 +3 +3
Con 18 +4 +4
Mod Save
Int 12 +1 +1
Wis 16 +3 +8
Cha 22 +6 +6

Skills Religion +6, Deception +11, Persuasion +11

Senses Passive Perception 13

Languages Common

CR 14 (11,500 XP; PB +5)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 25 temporary hp.

Actions

Multiattack. The cultist makes four Infernal Axe attacks. It may replace two attacks with a use of its Bestow Curse or Spellcasting.

Infernal Axe. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (1d12 + 6) slashing damage and 7 (2d6) fire damage. If the attack misses, the target still takes 6 slashing damage.

Bestow Curse (Recharge 5-6). The cultist magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 17 Wisdom save or suffer the effects of the Bestow CurseȻ spell as if it were cast at fifth level (duration 8 hours), no concentration required.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

1/day each: Command (5th), Flame Strike, Hold Personc (5th), Mass Cure Wounds, Mass Suggestion, Finger of Death

Reactions

Just A Scratch (1/day). When the cultist is reduced to 100 hit points, it roars in defiance and gains 50 temporary hitpoints. While those temporary hitpoints are active, the cultist has advantage on all attack rolls and saving throws.

Encounter Ideas

Explore dark cultist encounter ideas for 5E, perfect for dropping into any campaign featuring forbidden rituals, infernal pacts, or eldritch horror.

  • A kind, well-dressed traveler joins the party's caravan. The Cultist Fanatic wears strange jewelry, speaks of an imminent "new age", and invites the party to a meeting being held soon.
  • The party enters an ancient sealed chamber to find a perfectly intact ruin with a Death Cult Grand Master meditating, surrounded by the bones of other failed cultists. The cultist offers the party the secret to eternal life if they join in her meditation.
  • An eerie melody drifts over a completely still lake, punctuated with cries for help - the mind-altering songs of a group of Aberrant Cultists preparing to ritually sacrifice a victim
  • The party discovers a hidden bazaar where Fiend Cultists run a black market, trading years of your life for magic, luck, or vengeance. The cult patron's seal ensures the deals are binding.

Adventure Ideas

Dive into cult-themed adventure ideas for fantasy TTRPGs, featuring sinister plots, hidden cabals, and high-stakes missions against death cults, aberrant prophets, and fiendish conspiracies.

  • The PCs spend the night in a suspiciously well-off town, surrounded by famine and war. During the night, the Fiend Cultist townsfolk attempt to kidnap one of the PCs to sacrifice to the fiendish patron protecting the town.
  • The PCs are offered a handsome reward to compete in team gladiatorial combat. The competition is secretly being run by an Aberrant Cultist Grand Master who plans on sacrificing the winners to the cult's eldritch patron
  • A distressed Noble tearfully begs the PCs to hunt down the blasphemous Death Cultists who disinterred the body of his recently deceased wife.
  • A Cultist Fanatic regrets the pact they swore and offers to help the PCs take down the cult from within, if they can find a way to break the hold that the Cultist Grand Master has on them