Cult Leader

Level 7
Creature· humanMediumRemaster
AC
23
HP
95
Speed
25 ft.
Perception
+14
Fort
+12
Ref
+15
Will
+18
Languages common
Skills occultism +17, deception +16, intimidation +16, diplomacy +14, arcana +13, society +13
Recall Knowledge DC 23 (society)

Attacks

Melee Shortsword +16 (agile, finesse, magical, versatile-s), Damage 1d6+6 piercing plus 2d8 void
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoning

Abilities

Protect the Master!

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.

Gather Converts◆◆◆

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

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


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.