Death Cultist

Monster Manual (2025) p. 86

Tamaño
Pequeño
Tipo
humanoid
Alineamiento
neutral malvado
CA
17
Iniciativa
4
Puntos de golpe
127 (15d8+60)
Velocidad
walk 30 ft.
Salvaciones
Wis +6, Con +7
Habilidades
Insight +6, Perception +6, Religion +4
Percepción pasiva
16
Idiomas
Common
Desafío
8
Linaje
Cultist
Entorno
any
FUE
19
+4
DES
12
+1
CON
18
+4
INT
12
+1
SAB
16
+3
CAR
14
+2

Rasgos

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

Acciones

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

Conjuros

Speak with Dead [5.5e], Thaumaturgy [5.5e]

Otros datos

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:

1d6The Cultist Strives To...
1Bring about the end of a dominant order, an age, or the world.
2Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3Expand their faith through mind control or supernatural coercion.
4Make global changes, like sinking the land or awakening volcanoes.
5Remake life on a mass scale, altering other creatures' bodies or spiritual beings.
6Summon 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:

1d10The Symbol Is... Depicted As...
1An alchemical sign A calendar or map
2An animal A crest or as heraldry
3A celestial body An elaborate diagram
4A deity's icon A metaphorical image
5An element A mystical being
6An eye Part of an equation
7A geometric shape A repeating pattern
8A letter or number A series of scratches
9Part of a monster A simple pictogram
10A 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.