Warped Cultist (3.5e Monster)
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|Hit Dice:||7d8+21 (52 hp)|
|Armor Class:||18 (+2 dex, +6 natural), touch 12, flat-footed 16|
|Attack:||Dagger +7 melee (1d4+2, 20/x2)|
|Full Attack:||Dagger +7 melee (1d4+2, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Black Speech, Spells, Spontaneous Pseudonatural Summoning|
|Special Qualities:||Blindsense 60 ft, Darkvision 60 ft, Divine SR 18, Hidden Truth, Human Shape, Rejuvenation|
|Saves:||Fort +5, Ref +4, Will +10|
|Abilities:||Str 10, Dex 14, Con 16, Int 13, Wis 21, Cha 15|
|Skills:||Concentration +13, Knowledge Religion +11, Spellcraft +11|
|Feats:||Dark KnowledgeB, Codex Weapon Finesse, 3, 6|
|Organization:||Solitary or Gathering (2-16)|
|Advancement:||By character class|
No one can catch us! No one can stop us now!
Mysterious humans who work in the night, under moonless skies with black robes and forbidden knowledge. These are cultists to strange alien gods and hideous demons. Yet these cultists are yet but human. Among their ranks, some cultists of particular talent and worth leave behind their humanity and become servants to terrors from beyond, cult leaders and bodyguards. These things, these warped cultists, are no longer human but something more dreadful.
They appear as a normal human cultists, wearing typical cultist robes. However under its conical hoods is a pale face seemingly devoid of blood, white as a ghost, and its teeth and mouth black as night. Its eyes are missing, yet it can still see. And they all wear the same strange hoods. This would be enough but for those able to see into the warped plane can discover the truth. Its hood is a nautilus-like being, its shell forming the cone hood and its tentacles pushed deep into the eye sockets of its victim, and its rubbery body covered in dozens of red eyes.
Warped cultists speak the local languages as well as additional languages from their intelligence, and Aklo, the language of eldritch things.
Warped Cultists are spellcasters and work best commanding a meat shield of mooks between themselves and the enemy, while flinging spells and curses overhead. They rely on their Hidden Truth to keep them safe if forced into melee and even if they die they will often return, with a grudge.
Black Speech (Su): As a standard action, the warped cultist can speak a foul tongue whose eldritch words wrack the soul itself. All opponents within 60 ft take 3d6 points of nonlethal damage and are given an equal chance of being confused, dazed, or frightened for 1 round (roll 1d3 to determine which). A Will save (DC 18) reduces this to shaken for 1 round instead, and negates the damage. This is a mind-affecting effect, the saving throw is Wisdom based.
Divine SR (Su): The warped cultist has spell resistance 18, but only against divine spells.
Hidden Truth (Ex): The warped cultist has a 50% chance of ignoring any damage or status effects it takes, with attacks impacting but apparently leaving no lasting or serious damage. Those with dark insight able to peer into the warped plane even a little soon realize the truth, that the real warped cultist is not the false body but the squid-like monster wrapped upon its skull and the nerve web it projects through its host body. Those in the warped plane suffer no miss chance. Those with ghost touch weapons can also strike at the warped cultist with no miss chance.
Human Shape (Sp): The warped cultist can use disguise self to turn into any humanoid at will.
Rejuvenation (Ex): If the warped cultist is slain, their body turns to a pale gray slime leaving their hood. If their hood is donned by any humanoid creature, they must make a DC 18 Fortitude save or die, their body vanishing into the ethereal plane to complete the conversion into a new warped cultist over the next month, returning when the process is complete. It will also rejuvenate within a year and a day even without a body if the hood is left alone. The hood is immune to damage except by attacks from those with dark insight, by holy weapons and attacks, or by submerging completely in holy water. This is because the hood is the actual creature (see Hidden Truth).
Spells: Warped cultists cast spells like a cleric, with up to one domain and access to both the cleric and sorcerer/wizard spell lists. Below is a typical warped cultist's prepared spells. The save DCs are Wisdom-based.
Typical Cultist Spells Prepared (6/6+1/4+1/3+1/2+1; save DC 15 + spell level): 0—detect magic, detect poison, ghost sound, guidance, mage hand, touch of fatigue; 1st—bless, command, curse of impending bladesSpC*, grease, magic missile, ray of enfeeblement, silent image; 2nd—mark of the outcastSpC*, scorching ray, spectral hand, spiritual weapon, sound burst; 3rd—animate dead, bestow curse*, cure serious wounds, stinking cloud; 4th—black tentacles, cursed bladeSpC*, enervation
- Domain Spell. Domain: Curse.
Spontaneous Pseudonatural Summoning: Warped cultists can spontaneously convert spells into summon monster spells with the pseudonaturalCA template from Complete Arcane.
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