Cult Leader

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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 aspirations to power, destruction, or pure nihilism.

Cult Leader

Monster Level: 2
Medium. Humanoid (Occult)
STR DEX END AWR INT CHA
0 2 1 1 0 2
Ref: 13 Fort: 11 Ant: 11 Log: 10 Will: 12
Armor Rating 11 (leather armor) Resist Necrotic 3
Hit Points 20 Senses Low-Light Vision 30ft
Speed 30 ft Traits Iron Will
Skills (INT) Religion +2; (CHA) Intimidating +3, Persuading +3
Features
Clever Stab. The Cult Leader can target AR or ANT with its Knife attack.

Summoning Circle. When this Cult Leader 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 Leader can participate in such a summoning more than once per week. 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.

Occultist in Training. Using CHA, the Cult Leader can cast the following occult chants.

Occult Ritualist. Using CHA, the Cult Leader can cast the Inscription of Sharpening ritual.

Actions
On each of the Cult Leader’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 Leader moves up to its speed.

Knife. Thrown 20 ft One-Handed Weapon. +2 vs AR. Hit: 4 (1d4+2) sharp.

Chant. The Cult Leader can cast one of its occult chants.

Reactions
Exploit (1/Round). The Cult Leader can Exploit.