Death Cultist
Monster Manual (2025) p. 86
- Size
- Small
- Type
- humanoid
- Alignment
- neutral evil
- AC
- 17
- Initiative
- 4
- Hit Points
- 127 (15d8+60)
- Speed
- walk 30 ft.
- Saving Throws
- Wis +6, Con +7
- Skills
- Insight +6, Perception +6, Religion +4
- Passive Perception
- 16
- Languages
- Common
- Challenge
- 8
- Lineage
- Cultist
- Environment
- any
Traits
Proficiency Bonus
+3
Gear
Splint Armor
Treasure
Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure. Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.
Size
Small, Medium
Actions
Multiattack
The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination.
Dread Scythe
Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage, and the target can't regain Hit Points until the end of its next turn.
Deathly Ray
Ranged Attack Roll: +6, range 120 ft. Hit: 22 (4d10) Necrotic damage.
Spellcasting
The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
- At will: Speak with Dead, Thaumaturgy
Spirit Wail (Recharge 5-6) (Bonus Action)
Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.
recharge
D5
Spells
Speak with Dead [5.5e], Thaumaturgy [5.5e]
Other data
description
Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.
Cultist Agendas:
| 1d6 | The Cultist Strives To... |
|---|---|
| 1 | Bring about the end of a dominant order, an age, or the world. |
| 2 | Burn away the comfortable lies of reality, revealing forgotten or terrible truths. |
| 3 | Expand their faith through mind control or supernatural coercion. |
| 4 | Make global changes, like sinking the land or awakening volcanoes. |
| 5 | Remake life on a mass scale, altering other creatures' bodies or spiritual beings. |
| 6 | Summon their deity or its herald, weapon, or realm into their world. |
Occult Symbols: Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.
Cult Symbols:
| 1d10 | The Symbol Is... Depicted As... |
|---|---|
| 1 | An alchemical sign A calendar or map |
| 2 | An animal A crest or as heraldry |
| 3 | A celestial body An elaborate diagram |
| 4 | A deity's icon A metaphorical image |
| 5 | An element A mystical being |
| 6 | An eye Part of an equation |
| 7 | A geometric shape A repeating pattern |
| 8 | A letter or number A series of scratches |
| 9 | Part of a monster A simple pictogram |
| 10 | A skull A weapon or tool |
Cult Members: Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.
Types of Cultists: Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.
Death Cultist: Death cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve powerful undead beings, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas.