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?
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 FoundryMedium 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.
Bonus Actions
Indoctrination (1/day). If the cultist missed an attack, it can instead re-roll the attack roll and deal an additional 1 necrotic damage.
Reactions
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 FoundryMedium 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)
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 13 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 Ritual Dagger attacks.
Ritual Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) piercing damage and 2 (1d4) necrotic damage.
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 FoundryMedium 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 Ray of Enfeeblement or Spellcasting.
Ritual Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 7 (3d4) 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 17 Constitution save or take 24 (7d6) 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 17):
3/day each: Charm Person
1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds
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 FoundryMedium 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 +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.
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 Nightmarish Visions 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.
Nightmarish Visions (Recharge 5-6). The cultist targets a creature that it can see within 30 feet and forces it to confront its deepest fears. The target must succeed on a DC 17 Wisdom save or become Frightened of the cultist for 1 minute (save ends at end of turn). While frightened in this way, the creature gains Bleeding [21 (6d6) psychic]. A bleeding creature suffers 21 (6d6) ongoing psychic 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 19):
1/day each: Command (5th), Flame Strike, Hold Personc (5th), Mass Cure Wounds, Mass Suggestion, Finger of Death
Bonus Actions
Mental Summons. The cultist targets a creature with an Intelligence score greater than 3 within 120 feet. The target makes a DC 19 Wisdom saving throw. On a failure, it uses its reaction to move up to its speed towards the cultist by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.
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 21 (6d6) necrotic damage to that creature.
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 FoundryMedium 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 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. On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14).
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.
Aberrant Cultist
The Aberrant Cultist wields psionic abilities or summons impossible entities that should not exist.
Aberrant Cultist
Summoned with Foe FoundryMedium 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)
Actions
Multiattack. The cultist makes three Aberrant Tentacle attacks. It may replace two attacks with a use of its Warp Reality, 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.
Warp Reality (1/day). Each creature of the cultist's choice within 30 ft must succeed on a DC 16 Charisma save or be teleported up to 40 ft to an unoccupied space that the cultist can see. If the target space is a hazard (such as an open pit, lava, or in the air) then the target may use its reaction to attempt a DC 16 Dexterity save. On a success, the target reduces the damage taken from the hazard this turn by half, or narrowly escapes the hazard. Creatures may choose to fail this save.
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
Bonus Actions
Draining Blow. Immediately after hitting with an attack, the cultist converts all of that attack's damage to necrotic damage and the cultist regains hit points equal to the necrotic damage dealt.
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 FoundryMedium 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
Curse of Vengeance. Whenever a creature hits the cultist with an attack it must make a DC 17 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the cultist with an attack, it takes 5 necrotic damage for each creature suffering the curse.
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 Warp Reality 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.
Warp Reality (Recharge 4-6). Each creature of the cultist's choice within 30 ft must succeed on a DC 19 Charisma save or be teleported up to 40 ft to an unoccupied space that the cultist can see. If the target space is a hazard (such as an open pit, lava, or in the air) then the target may use its reaction to attempt a DC 19 Dexterity save. On a success, the target reduces the damage taken from the hazard this turn by half, or narrowly escapes the hazard. Creatures may choose to fail this save.
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
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 21 (6d6) necrotic damage to that creature.
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 FoundryMedium 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 Deathly Ray attacks. It may replace one attack with a use of its Bestow Curse.
Deathly Ray. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 14 (3d6 + 4) necrotic damage.
Bestow Curse (1/day). The cultist magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 12 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.
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: Command (2nd), Hold Personc
Reactions
Soul Chill. Whenever a creature within 40 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 14 Charisma saving throw. On a failure, it gains one level of Exhaustion.
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 FoundryMedium 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. On a hit, the target is Frightened until the end of its next turn.
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
Soul Tether (Recharge 4-6). The cultist targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the cultist to the target. Whenever the cultist takes damage, the target must succeed on a DC 16 Constitution saving throw. On a failed save, the cultist takes half the damage (rounded down) and the target takes the remaining. The tether lasts until the beginning of the cultist's next turn.
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 FoundryMedium 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.
Void Siphon. When a creature within 20 feet of the cultist receives magical healing, it also gains a level of Exhaustion
Actions
Multiattack. The cultist makes four Deathly Ray attacks. It may replace two attacks with a use of its Spellcasting.
Deathly Ray. Ranged Spell Attack: +11 to hit, range 90ft., one target. Hit 23 (5d6 + 6) necrotic damage.
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
Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 2d4 necrotic damage.
Soul Tether (Recharge 4-6). The cultist targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the cultist to the target. Whenever the cultist takes damage, the target must succeed on a DC 19 Constitution saving throw. On a failed save, the cultist takes half the damage (rounded down) and the target takes the remaining. The tether lasts until the beginning of the cultist's next turn.
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 FoundryMedium 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. It may replace one attack with a use of its Bestow Curse.
Infernal Axe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage and 7 (2d6) fire damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 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 12 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 14):
1/day each: Charm Person, Command (2nd), Hold Personc
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 FoundryMedium 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. If the attack misses, the target still takes 5 slashing 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
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 FoundryMedium 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 Ray of Enfeeblement 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 hits and there is another hostile target within 5 ft then that target also takes 6 slashing 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
Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 2d4 necrotic damage.
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