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There is a Legacy version here.

Cultist

Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form.

Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite CultistCreature 2

Medium Human Humanoid 
Source NPC Core pg. 97
Perception +6
Languages Common
Skills Deception +5, Intimidation +5, Lore +10 (Cult (for the cultist's own cult)), Occultism +6, Society +6, Stealth +8
Str +4, Dex +3, Con +2, Int +1, Wis -1, Cha +0
Items cultist garb (functions as leather armor), dagger, occult text
AC 19; Fort +9, Ref +10, Will +6 (or +2 vs. higher-ranking members of the cult)
HP 30
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+2+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+2+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+2+4 piercingFanatical Frenzy [one-action] Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued.

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.