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Cult Leader

A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position.

Recall Knowledge - Humanoid (Society): DC 23

Cult LeaderCreature 7

Source Gamemastery Guide pg. 230
Perception +14
Languages Common
Skills Arcana +13, Cult Lore +19 (applies to the leader's own cult), Deception +16, Diplomacy +14, Intimidation +16, Occultism +17, Society +13
Str +0, Dex +4, Con +1, Int +4, Wis +3, Cha +5
Items +1 staff, ceremonial robes, indecipherable book of sigils
AC 23; Fort +12, Ref +15, Will +18
HP 95
Protect the Master! ReactionReaction (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 Single ActionSingle Action staff +13 [+8/+3] (magical, two-hand d8), Damage 1d4+6 bludgeoningOccult Spontaneous Spells DC 26, attack +18; 4th dimension door, glibness, outcast's curse, suggestion (3 slots); 3rd enthrall, grim tendrils, haste, mind reading (4 slots); 2nd augury, calm emotions, hideous laughter, touch of idiocy (4 slots); 1st bless, illusory disguise, lock, unseen servant (4 slots); Cantrips (4th) chill touch, daze, detect magic, guidance, shield
Gather Converts Three ActionsThree 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 either 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 their sect. 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 sect permanently.
Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step.

All Monsters in "Mystics"

Cult Leader7
False Priest4
Harrow Reader-1


Source Gamemastery Guide pg. 228
Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.

Sidebar - Advice and Rules Dark Rituals

Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, 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.

Sidebar - Additional Lore Forms Of Fortune-Telling

Anthomancy: Flowers.
Astrology: The cosmic caravan.
Demonomancy: Asking demons.
Harrowing: Harrow card readings.
Haruspicy: Entrails.
Ichthyomancy: The next fish caught.
Mazomancy: A nursing babe.
Oneiromancy: Dreams.
Tyromancy: Coagulation of cheese.

Sidebar - Additional Lore Mystic Cadres

Golarion has several mystic groups. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. Knights of the Aeon Star search for secret lore. Followers of Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.

Sidebar - Advice and Rules Mystic Rituals

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