18.7 Cultists

Death Cultist

Level 1

Medium natural sniper

HP 12 IP 10

Types: humanoid

Defenses Armor 4 Brawn 3 Fort 3 Ment 5 Ref 4

Movement 30 ft.

Other skills Craft (bone) +4 Knowledge (souls) +4

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Attributes 0, 2, 0, 1, 1, 4

Alignment Lawful evil

Accuracy +1; Brawling +0

Power 0; 4 ✨

Equipment Scythe

Death Cultist Abilities

Drain Life

Standard action

Tags: Life

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The death cultist makes a +1 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d6+2 damage.

Injury: The death cultist is briefly empowered (+1 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 damage.

Pyromaniac

Level 4

Medium natural skirmisher

PIC

HP 10 IP 14

Types: humanoid

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

Accuracy +3; Brawling +2

Power 2; 7 ✨

Equipment Club

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. The target also briefly burns for 1d6+3 damage.

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 Short (30 ft.) range.

Hit: 1d6+3 damage. The target also burns for 1d6+3 damage as a condition.

Critical hit: All instances of damage are 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 also briefly burns for 1d6+5 damage.

Miss: Half damage, and the target does not burn.

Arsonist

Level 6

Medium natural skirmisher

HP 16 IP 16

Types: humanoid

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

Accuracy +4; Brawling +3

Power 4; 5 ✨

Arsonist Abilities

Alchemist’s Fire

Standard action

Tags: Fire

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The arsonist makes a +4 attack vs. Armor and Reflex against something within Short (30 ft.) range.

Hit: 3d8 damage.

Darkmantle

Level 2

Small natural skirmisher

PIC

HP 7 IP 11

Types: beast

Defenses Armor 7 Brawn 6 Fort 4 Ment 5 Ref 8

Movement 20 ft.; Climb (slow) Land (slow) Jump 15 Athletics +8 Stealth +11

Senses Darkvision (120 ft.) Awareness +7

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Attributes 4, 3, -2, -6, 3, 0

Alignment Neutral

Accuracy +2; Brawling +3

Power 5; 1 ✨

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.

Darkwraith

Level 4 – Elite

Medium artificial skirmisher

PIC

HP 30 IP 15

Types: construct

Defenses Armor 10 Brawn 7 Fort 7 Ref 10

Immune Compulsion, Emotion, Life, Poison, 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, —

Alignment Neutral evil

Accuracy +4; Brawling +2

Power 4; 8 ✨

Traits Bloodless Immortal Mindless Nonliving Simple-minded Soulless Static

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

Shadowstrike

Elite action

Tags: Versatile Stance

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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.

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: 1d6+1d8+8 damage.

Injury: As a condition, the target treats all areas of dim illumination as difficult terrain.

Whispers in the Dark

Standard action

Tags: Auditory, Emotion

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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 its next turn, if it is shadowed, it becomes briefly frightened (-2 Mental, -2 accuracy vs. source) by all creatures.

Critical hit: The brief effect becomes a condition.

Elite Cleanse

Triggered

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At the end of its turn, the darkwraith rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.

Death Knight

Level 5 – Elite

Large undead warrior

HP 90 IP 29

Types: beast, humanoid

Defenses Armor 9 Brawn 10 Fort 8 Ment 6 Ref 5

Immune Life, Poison

Resistant Trip

Movement 50 ft.; Poise +6

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Attributes 7, 1, 3, 0, 0, 0

Alignment Lawful evil

Accuracy +2; Brawling +6

Power 12; 5 ✨

Equipment Breastplate, standard shield, lance

Traits Bloodless Immortal Nonliving Quadrupedal

Death Knight Lore

Nature DV 7: A death knight is an undead monstrosity made from the fusion of a fallen horse and its rider. It charges ferociously into combat with the mindless aggression of a zombie and the mobility of a horse, making it a dangerous foe.

Nature DV 12: If a horse and rider die together and are left unburied on a battlefield, they can return as a death knight. Even if a proper burial is impossible, corpses of such bonded creatures should not be allowed to fester together.

Death Knight Abilities

Putrefying Blast

Elite action

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The death knight makes a +2 attack vs. Fortitude against all enemies within a Medium (30 ft.) cone from itself.

Hit: The target is briefly dazed (-2 defenses).

Critical hit: The brief effect becomes a condition.

Siphon Protection

Elite action

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Choose one of the five defenses: Armor, Brawn, Fortitude, Reflex, or Mental. The death knight makes a +3 attack vs. Fortitude against up to two creatures within Short (30 ft.) range. Then, you briefly gain a +2 bonus to that defense.

Hit: The target briefly takes a -2 penalty to the chosen defense.

Critical hit: The brief effect becomes a condition.

Lance

Standard action

Tags: Mounted

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The death knight makes a +5 melee strike vs. Armor with its lance.

Hit: 1d6+6 damage.

Push Through

Standard action

Tags: Mounted

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The death knight makes a +5 melee strike vs. Armor with its lance.

Hit: 1d6+6 damage. If the target is a creature, you briefly do not consider it to be an obstacle when moving through its space. You still cannot end your movement in its space.

Elite Cleanse

Triggered

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At the end of its turn, the death knight rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.