Medium Humanoid (Any Race), Typically Lawful Evil
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
9 (-1)
CHA
9 (-1)
Senses Passive Perception 10
Languages Common Common, plus any local languages
Challenge 1/8 (25 XP)
Proficiency Bonus +2

Believe me. Qultists are willing to believe almost anything from their in-group... and nothing from their outgroup. They have disadvantage on saves against Charisma (Persuasion) attempts by group members, and advantage on saves against Charisma (Persuasion) attempts by outsiders.

Satisfied. Qultists have disadvantage on Intelligence (History, Investigation, or Religion) and Wisdom (Perception) checks when the truth would contradict their group beliefs.

Actions

Farm Scythe. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Rock. Ranged Weapon Attack: +1 to hit, range 20/60 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.

Description

Qultists cleave to rumor and suspicion. They rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to believe conspiracy theories. Their uniting ideal is a shared enemy, generally either more prosperous individuals in the community or a group of people marked by race, religion, gender, or other factors.

Village qultists are generally peasant farmers whose religious or strongman leaders sense a threat in the rising fortunes of particular individuals or subgroups within the community.

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2021 6:02:25 PM
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11/11/2021 3:40:05 AM
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11/11/2021 6:12:42 PM
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2
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11/11/2021 8:08:39 PM
9
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Monster Tags: NPC

BashfullBashfullsson

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