Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary, hunter’s mark
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Description
The cult of Baphomet attracts those who see themselves as superior to everyone else, to the extent that they consider other people little more than animals. Baphomet’s teachings reinforce these beliefs, appealing to the ego and justifying narcissism. Bigots are also drawn to Baphomet’s doctrine of individual superiority.
Cultists of Baphomet include nobles who use their vassals as playthings, assassins who practice their murderous art for the sheer love of hunting intelligent creatures, and paranoid humans who combine a hatred of outsiders with bloodthirstiness.
Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists drug their victims, strip them of their weapons and armor, and place them in the labyrinth before they wake up disoriented. Then the cultists stalk their prey in the maze. They howl as they chase their quarry, striking fear into their victims’ hearts before descending for the kill. If the hunt claims a particularly powerful creature, Baphomet might bestow boons on the cultists as a reward.
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