Cult Leader

CREATURE 7

n medium human humanoid 

Perception +14

Languages Common

Skills Arcana +13, Deception +16, Diplomacy +14, Intimidation +16, Occultism +17, Society +13

Str +0 Dex +4 Con +1 Int +4 Wis +3 Cha +5

Items indecipherable book of sigils, ceremonial robes, +1 staff

AC  23; Fort +12, Ref +15, Will +18

HP 95

Protect the Master! [R] (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 [>] staff +13 (magical, two-hand d8), Damage 1d4+6 bludgeoning

Occult Spontaneous Spells DC 26, attack +18; 4th (3 slots) dimension door, glibness, outcast's curse, suggestion; 3rd (4 slots) enthrall, grim tendrils, haste, mind reading; 2nd (4 slots) augury, calm emotions, hideous laughter, touch of idiocy; 1st (4 slots) bless, illusory disguise, lock, unseen servant; Cantrips (4th) chill touch, daze, detect magic, guidance, shield

Gather Converts [>>>] (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.

Gamemastery Guide, page 231.

Open Cult Leader in the interactive creatures list or browse all creatures starting with C.