18.7 Cultists
HP 14 IP 11
Defenses Armor 3 Brawn 3 Fort 4 Ment 6 Ref 4
Movement 30 ft.
Other skills Endurance +5
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Attributes 1, 1, 2, -1, 1, 4 | Alignment Lawful evil |
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Accuracy +1; Brawling +1 | Power 1; 4 ✨ |
Equipment Scythe
Traits Humanoid
Death Cultist Abilities
| Drain Life ✨ | Standard action |
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The death cultist makes a +1 attack vs. Fortitude against one living creature within Short (30 ft.) range.
Hit: 1d10+2 damage.
| Scythe | Standard action |
Tags: Sweeping (2)
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The death cultist makes a +1 melee strike vs. Armor with its scythe.
Hit: 1d6+1 damage.
HP 18 IP 14
Defenses Armor 8 Brawn 6 Fort 6 Ment 8 Ref 8
Movement 30 ft.
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Attributes 0, 2, 0, -1, 2, 5 | Alignment Chaotic evil |
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Accuracy +3; Brawling +2 | Power 2; 7 ✨ |
Equipment Club
Traits Humanoid
Pyromaniac Abilities
| Burning Grasp ✨ | Standard action |
Tags: Fire
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The pyromaniac must have a free hand to use this ability.
The pyromaniac makes a +3 attack vs. Reflex against something it touches.
Hit: 1d6+3 damage. During its next action, the target takes 1d6+3 damage again.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Club |
Standard action |
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The pyromaniac makes a +4 melee strike vs. Armor with its club.
Hit: 1d6+1 damage.
| Ignition ✨ | Standard action |
Tags: Fire
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The pyromaniac makes a +3 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6+3 damage immediately and during each of the pyromaniac’s subsequent actions.
The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.
Critical hit: All damage from the condition is doubled, not just the initial damage.
| Pyrohemia ✨ | Standard action |
Tags: Fire
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The pyromaniac makes a +3 attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) cone.
Hit: 1d6+5 damage.
Injury: The target takes 1d6+5 damage again during its next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
Miss: Half damage immediately, and no damage during its next action.
HP 24 IP 17
Defenses Armor 10 Brawn 7 Fort 7 Ment 7 Ref 10
Movement 30 ft.
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Attributes 0, 4, 1, 0, 3, 1 | Alignment Chaotic evil |
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Accuracy +4; Brawling +3 | Power 3; 4 ✨ |
Traits Humanoid
Arsonist Abilities
| Alchemist’s Fire | Standard action |
Tags: Fire
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The arsonist makes a +4 attack vs. Reflex against something within Short (30 ft.) range.
Hit: 3d10 damage.
| Firebomb |
Standard action |
Tags: Fire
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The arsonist makes a +4 attack vs. Reflex against everything in a Small (15 ft.) radius within Short (30 ft.) range.
Hit: 2d10 damage.
Miss: Half damage.
HP 11 IP 10
Defenses Armor 7 Brawn 6 Fort 4 Ment 5 Ref 8
Movement 20 ft.; Climb (slow) Land (slow) Climb +8 Stealth +11
Senses Darkvision (120 ft.) Awareness +7
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Attributes 4, 3, -2, -6, 3, 0 | Alignment Neutral |
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Accuracy +2; Brawling +3 | Power 5; 1 ✨ |
Traits Beast
Darkmantle Lore
Nature DV 6: A darkmantle has a small body and a large number of strong tentacles. It hides itself on walls and ceilings and drops on its foes to strangle them to death.
Nature DV 11: Darkmantles hang from ceilings using a muscular “foot” at the top of their bodies. They can look like a stalactite by holding their tentacles stiffly under themeselves, or like a lump of rock by spreading their tentacles so the membrane between them covers their bodies. Their shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle that misses its initial attack often climbs away and tries to drop on the opponent again if there is a conveniently placed wall. Otherwise, it tries to climb its opponent’s body to suffocate its head. Darkmantles move very slowly, so they rely heavily on stealth to ambush their foes.
Darkmantle Abilities
| Grappling Tentacle | Standard action |
Tags: Size-Based
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The darkmantle makes a +2 melee strike vs. Armor with its tentacle.
Hit: 1d6+5 damage. If the attack result also hits the target’s Brawn defense, it is grappled.
Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the darkmantle controls the grapple.
HP 54 IP 27
Defenses Armor 11 Brawn 8 Fort 8 Ment 10 Ref 11
Immune Prone
Vulnerable Visual
Movement 30 ft.; Fly (average, 30 ft. limit) Stealth +10
Senses Darkvision (120 ft.) Awareness +9
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Attributes 0, 5, 0, -4, 4, 4 | Alignment Neutral evil |
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Accuracy +4; Brawling +2 | Power 4; 8 ✨ |
Traits Simple-minded
Darkwraith Lore
Arcana DV 7: An darkwraith is a shadow disconnected from its host through strange umbramantic power. Its body loosely resembles a dark humanoid shape, with all details obscured. Despite its resemblance to a ghost, it is neither undead nor incorporeal. It instinctively seeks out sources of light and warmth, including most living creatures, to suppress their hated radiance.
Arcana DV 12: Darkwraiths bear an instinctive malevolence towards anything that brings light. Although they swarm around sources of warmth, they will not use damaging abilities unless provoked by light or damage. Darkwraiths cannot speak or make noise of any kind, though creatures around them seem to hear whispers anyway.
Darkwraith Abilities
| Dark Grasp ✨ | Standard action |
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The darkwraith must be shadowed to use this ability.
The darkwraith makes a +4 attack vs. Brawn against something adjacent to it.
Hit: 1d8+2d6 damage.
Injury: As a condition, the target treats all areas of dim illumination as difficult terrain.
| Shadowstrike ✨ | Standard action |
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The darkwraith makes a +4 melee strike vs. Mental with its bite. It can only deal damage to shadowed creatures.
Hit: 1d8+8 damage.
| Whispers in the Dark ✨ | Standard action |
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The darkwraith makes a +4 attack vs. Mental against up to two creatures within Medium (60 ft.) range.
Hit: The target suffers no immediate effect. At the end of the next round, if it is shadowed, it becomes briefly frightened (-2 Mental, -2 accuracy vs. source) by all creatures.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the darkwraith can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.