There is a Legacy version
here.
Cult Leader
A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position.
Medium Human Humanoid
Source NPC Core pg. 100
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 24 • Humanoid (Society)
Perception +16
Languages Common
Skills Arcana +15, Deception +18, Diplomacy +16, Intimidation +18, Lore +21 (Cult (applies to the leader's own cult)), Occultism +19, Society +15
Str +0, Dex +4, Con +1, Int +4, Wis +3, Cha +5
Items +1 shortsword, indecipherable book of sigils (spellbook), ceremonial robes
AC 25; Fort +14, Ref +17, Will +20
HP 115
Protect the Master! [reaction] (auditory, concentrate, emotion, linguistic, mental, move) Trigger The cult leader is targeted with an attack, and a lower-ranking cultist is adjacent to them; Effect The cult leader orders their cultist to leap in front of the attack. The cultist and cult leader swap places, and the cultist becomes the target of the attack. If the cultist has Fanatical Frenzy or a similar ability, they can activate it as a reaction if they take damage from the triggering attack.
Speed 25 feet
Melee [one-action] shortsword +18 [+14/+10] (agile, finesse, magical, versatile S), Damage 1d6+2+6 piercing plus 2d8 voidMelee [one-action] fist +17 [+13/+9] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+6 bludgeoningOccult Spontaneous Spells DC 28, attack +20 (+4 dmg); 4th honeyed words, outcast's curse, suggestion (3 slots); 3rd enthrall, grim tendrils, haste, mind reading (4 slots); 2nd augury, calm, laughing fit, stupefy (4 slots); 1st bless, illusory disguise, lock, phantasmal minion (4 slots); Cantrips (4th) daze, detect magic, guidance, shield, void warp
Gather Converts [three-actions] (auditory, concentrate, emotion, linguistic, mental) With a short emotional phrase, the cult leader tries to sway the public to do their bidding. The cult leader tries to convince up to four bystanders in a crowd to cause a commotion, turn against a person or group, leave the area, protect the cult leader, or calm down. The cult leader attempts a single Deception check against the highest Perception DC among the targets.
Critical Success The targets believe the lie and act as directed for 1 minute. Additionally, one bystander remains by the cult leader's side, influenced enough to join the cult. All other targets become wise to the cult leader after 1 minute, at which point their attitude toward the leader worsens by one step.
Success As a critical success, but no bystander joins the cult permanently.
Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step.All Monsters in "Mystic"
Source NPC Core pg. 96Hidden 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.
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)
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.
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).
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.
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.