Cult Initiate: Difference between revisions

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(Created page with "__NOAUTOLINKS__ Since the dawn of time, groups of humanoids have gathered in the shadows of civilization and harbored sinister intent. Often tied to the worship of malignant deities, these groups of cultists might hold aspirationsSince the dawn of time, groups of humanoids have gathered in the shadows of civilization and harbored sinister intent. Often tied to the worship of malignant deities, these groups of cultists might hold aspirations to power, destruction, or...")
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Revision as of 11:58, 17 February 2025


Since the dawn of time, groups of humanoids have gathered in the shadows of civilization and harbored sinister intent. Often tied to the worship of malignant deities, these groups of cultists might hold aspirationsSince the dawn of time, groups of humanoids have gathered in the shadows of civilization and harbored sinister intent. Often tied to the worship of malignant deities, these groups of cultists might hold aspirations to power, destruction, or pure nihilism. to power, destruction, or pure nihilism.

Cult Initiate

Monster Level: 1
Medium. Humanoid (Occult)
STR DEX END AWR INT CHA
0 1 1 1 0 2
Ref: 12 Fort: 11 Ant: 11 Log: 10 Will: 12
Armor Rating 11 (leather armor) Resist Necrotic 2
Hit Points 13 Senses Low-Light Vision 30 ft
Speed 30 ft Traits Iron Will
Skills (INT) Religion +2; (CHA) Intimidating +2, Persuading +2
Features
Clever Stab. The Cult Initiate can target AR or ANT with its Knife attack.

Summoning Circle. When this Cult Initiate and at least 4 other creatures with this feature spend 10 minutes enacting a ritual within 15 ft of one another, they can summon a creature of ML 5 or lower that has the occult or primal tag. No Cult Initiate can participate in such a summoning more than once per week, and Initiates cannot participate in a summoning circle without at least one Cult Leader. Conducting this ritual also requires at least 5 gallons of fresh blood (for occult) or 100 sc worth of silver dust (for primal) and may require more gruesome sacrifices depending on the nature of the creature being summoned.

Actions
On each of the Cult Initiate’s turns, it may take one of the following sets of actions.
  • Move and take one Tier 1 action.
Tier 1 Actions
Move. The Cult Initiate can move up to its speed.

Knife. Thrown 20 ft One-Handed Weapon. +1 vs AR. Hit: 4 (1d4+1) sharp.

Shank. The Cult Initiate assumes a stance that allows it to Exploit before the start of its next turn if provoked.

Reactions
Exploit (1/Round). If the Cult Initiate used its Shank action on its last turn, it can Exploit.