Monster Dossier

Cult Leader

Cult Leader is a fantasy monster entry from source GMG.

Level 7

Traits

nmediumhumanhumanoid

Rules & statistics

Monster Profile

Perception

14

Languages

Languages
  • common

Skills

Arcana
13
Deception
16
Diplomacy
14
Intimidation
16
Occultism
17
Society
13

Ability Mods

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

Items

  • indecipherable book of sigils
  • ceremonial robes
  • +1 staff

Defenses

Ac
23
Saving Throws
Fort
12
Ref
15
Will
18
Hp
  • Hp
    95

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    staff
    Attack
    13
    Traits
    • magical
    • two-hand
    Damage
    1d4+6 bludgeoning
    Types
    • bludgeoning

Spellcasting

  • Type
    Spontaneous
    Tradition
    occult
    DC
    26
    Attack
    18
    Entry
    0
    Level
    4
    Spells
    • Name
      chill touch
    • Name
      daze
    • Name
      detect magic
    • Name
      guidance
    • Name
      shield
    1
    Slots
    4
    Spells
    • Name
      bless
    • Name
      illusory disguise
    • Name
      lock
    • Name
      unseen servant
    2
    Slots
    4
    Spells
    • Name
      augury
    • Name
      calm emotions
    • Name
      hideous laughter
    • Name
      touch of idiocy
    3
    Slots
    4
    Spells
    • Name
      enthrall
    • Name
      grim tendrils
    • Name
      haste
    • Name
      mind reading
    4
    Slots
    3
    Spells
    • Name
      dimension door
    • Name
      glibness
    • Name
      outcast's curse
    • Name
      suggestion

Abilities

Mid
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • auditory
    • concentrate
    • emotion
    • linguistic
    • mental
    • move
    Trigger
    The cult leader is targeted with an attack, and a lower-ranking cultist is adjacent to them
    Entries
    • 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.
    Name
    Protect the Master!
Bot
  • Activity
    Number
    3
    Unit
    action
    Traits
    • auditory
    • concentrate
    • emotion
    • linguistic
    • mental
    Entries
    • 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.
    • Type
      successDegree
      Entries
      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.
    Name
    Gather Converts

Background

Lore

No lore provided.